dlapine1

dlapine1

Joined Last seen Member # 2526623
6 Posts 176 Replies 10,970 Reputation

Influence is as much of a defense and a weapon as your fleets are now. Some ways around it- 1) look for the enemy planet with the most influence and conquer that one first. Let it's influence flip the others. Only the capitals are normally immune to influence 2) Use your fleet to clear out their starbases, asteroids and shipyards and build an influence base right next to a vulnerable planet to flip it. 3) get the new artifact that gives 10K influence to a planet,

1 Replies 7,726 Views

[quote who="admiralWillyWilber" reply="3" id="3744283"] Quoting Baron_Vallyr, reply 1 Also, it would be nice to be able to unanchor them like a shipyard, because I ended up with obstacles in the path as well. It would be nice to move shipyards like star bases to. [/quote] Yo

32 Replies 164,555 Views

It does help to manually move your ships to the closest point on a hyper lane first and then select a destination. If in doubt, just select a hex immediately outside the closest end gate for the max movement benefit

32 Replies 164,555 Views

[quote who="ForgottenSlayer" reply="43" id="3743880"] Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922 Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income. [/quote] Technically, you don't have to have tourism resear

71 Replies 310,751 Views

It's been noted that in other threads, taking the Popular racial trait at -1 or -2 will lead to negative tourism in 3.5+ and they are working to limit that to just 0 income. Check your racial traits. It's not like being unpopular could have ever have negative side effects...

6 Replies 36,456 Views

Current workaround for the excess population ships, as they spawn next to the planetary capitals. Plan to have the capital population drawn down by colonization before the new ship shows up, and then offload the excess to the capital planet where the pop limits are higher and they won't just die off. It's not terrible and it works.

4 Replies 26,095 Views

I did see some pirate bases in the first 3.5 release, but I think it's like the setting differences between "common" and "abundant" - there's a large jump between the two. Mostly, it's one lonely little pirate ship, just waiting around. Perhaps the evil empires attract more pirates per the game configs- I normally bounce between good and neutral, so the local conditions aren't poor enough to create enough demand for pirates.

6 Replies 39,965 Views

Given that you can and will have multiple shipyards, you mostly can produce as many small hulls as needed. just verified that the escort plus capital ship model still works. One reason to build small ships is to let them take the damage and to preserve the hitpoints of the bigger ships. Another reason is to fit within the available logistics points, and Retribution has nerfed those. At the start, you won't have sufficient points to put 2 medium ships together in a single fleet

6 Replies 48,634 Views

throw up a wall of a 1 logistics, expendable escort small ships to protect small or medium capital ships. put 1 weapon on the escorts and correct defenses for the attacker on the tiny ones and no defenses and best weapons on the capital attack ships. The AI will go after the escorts first and the capital ships will get free shots at the attackers. Kinda use the the tiny ones as ablative armor for the important ships

6 Replies 48,634 Views

So, can other civs use your star lanes? Inquiring for a friend. :) I like the supply ship concept unreservedly, but I'll withhold judgement on the population growth nerf until I can see it in action. For those who think the colony rush strategy is absolute, I'd point out that intrigue + governments absolutely limited colony rush potentials in the beginning by setting the morale penalties by government size. By turn 50 you couldn't manage 15+ planets without having changed gove

91 Replies 485,164 Views

Ok, getting an issue where the planet event creates too many versions of a single planet in a solar system. Only one planet versions shows up in the map, but the mouse-over shows multiple versions- see the attached screen shot. The system also thinks it has 4 habitable planets, but really only has the 2. Haven't seen this before. It's not constant and doesn't seem to have a pattern <img src="https://cdn.stardock.us/forums/25/26/2526623/d037f372-bbda-454e-b6f3-ff24761a36

20 Replies 27,461 Views

It seems to be working ok, the event pops and I start seeing lots of planets. Using about 7GB of ram for ludicris and 14 civs at the start. After starting a campaign, I realize that using this with Intrigue implies a need for an update to the number of planets per government type. There's a GovernmentDefs file under the DLC for Intrigue and you can mod the colonyLimits parameter to increase the number of non-penalized planets allowed under each government type. I'm try

20 Replies 27,461 Views

Horemvore, I can confirm that both links for .rar and .7z archives work just fine. If other people have problems opening these, just grab the 7zip archive handler. Thanks for providing them. I haven't had a chance to test them as my laptop is not anywhere in the 5k+ planets territory, but I'm curious enough that I'll check it out at home once my holiday travels are over.

20 Replies 27,461 Views

[quote who="Nilfiry" reply="3" id="3718550"] Quoting dbraptr, reply 2 Yuck! Thanks for the info! Has anybody at StarDock said anything about when they will get it all fixed? The elemental extractor uses a so called, instead of the usual <ColonyGrossIncome

7 Replies 64,800 Views

doing a bit of research, while both Nevada and Florida bring in almost $60B each in tourism income their GDP's respectively are $160B and $960B each. Hard to see any government where tourism is 1000% more than the rest of the economy

6 Replies 23,433 Views

True, trade provides benefits just beyond income. For a first order game balance what I'd suggest is that tourism revenue be hard capped to be no more than, say 100% of all other income- which would then incentivize adding more trade routes to bump up the tourism revenues. Additionally, and maybe this is just me, but I think making at least one trade route between civs a prerequisite for any treaties or alliances.

6 Replies 23,433 Views

simple test: I built 6 trade routes and by turn 100 I've got maybe 10 total routes (mine and theirs ) for maybe 100GP total coming in the rest of economy brings in about the same at 50% tax rate at that time except for TOURISM! which has me in the 1-2k range, depending on map size, etc. Without tourism, trade would be a useful add. in the presence of tourism, shouldn't really be a consideration

6 Replies 23,433 Views