Hmmm, seems that my approach is unusual. Don't make any military ships at first, build constructors to mine and trade techs with the civs to earn enough $$ to hire a merc or two with the resources I mined. I don't normally start to build military ships in general until I have some capacity and speed boosts. if a civ does declare war on me, I'd like to be able to build a response fleet with good tech and send it out to meet them. It does help that I build and position awacs typ
dlapine1
[quote quoting="post"] ... With the game still relatively new, I might have a general on all my colonies, and maybe 5 or 6 corvettes and a military academy, but there hasn't been enough time to build more than that. They show up with bigger fleets and better tech. If the planet withstands invasion, they simply keep showing up and destroying whatever ships I can put on to defend. ... [/quote] What's early game imply for you in say game turns? or in number of p
With the change to farms so that bonuses now add only +0.1, it's probably more useful to put the city in that spot and grab the 30% pop cap bonus. That way you need less city tiles and can use the extras for farms, where the +1 food base from a farm is big for food now. I didn't like the change at first, but realized after a while that in real life, farms don't really care about what's next to them, but cities do. Now I worry about farm placement only to ensure that they buffing some
I've seen some less wise choices on war declarations, but nothing that, um, avoidable. It would seem that adding a heavy weight against that behavior under those circumstances would be possible. I would ask, will the AI currently attempt to create and add a commander to one of their large fleets when it's in a war-time scenario? I ask because I've not seen an enemy fleet with a commander at any time, and adding a commander to my main attack fleet is one of my usual strategies
To be fair, having at least a low level of intel (via espionage) also let's you "see" the actual ship list stationed on any given enemy planet, and that can be very helpful in designing and possibly buffing your attack fleet. I've several instances where the enemy had 15+ ships on a planet, and had I gone in blind, I'd not have been happy with the results.
[quote who="Rhonin_the_wizard" reply="24" id="3699112"] Quoting BuckStrider, reply 23 *snip* Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout. If you are talking about Crusade, that's not how it works
Um, will these be in the next release of GRM?
Well, I would note that the lack of a planet that had certain resources in MY empire, has been the downfall of many another empire that happened to have one planets handy. Culture flipping a single planet with a culture focused starbase is another option and quite doable since V2.0 and it rarely is enough to start a war, if you're not in mood for that but still need some specific resource.
The extra durantium is for the special variant of the Kinetic weapon used to get the high damage and is in-line with what you'd pay if you had researched that variant and added to your own ship. I think that kinetic variant costs 12 durantium each. The advantage for the merc is that you don't have to wait on the research to get a ship so equipped. 8 kinetic damage from a single ship is pretty massive early in the game
If you mouse-over the enemy planet, you'll see a listing of the number of enemy legions stationed there, so you can plan your attacks accordingly. When I start out to conquer a civilization, I plan the approach with transports based on which planets do and don't have legions. During the early to mid stages, no civ that I've seen is completely covered with legions (older planets have had the opportunity to station a garrison or two), so there should be easy and hard planets. If you sim
Started a 2.7.1 game last night and saw very effective colony ship use at the started (AI at gifted levels)- enough so that the AI may hit some admin point limits. Be interesting to see how it makes balancing choices to get more admin points as the game goes on.
Ran into this as a side issue- tried to move a colony ship there to pick up excess pop and accidentally started a war with the race that I had just successfully flipped a planet from- just because their ships hadn't left. I'd throw my input into having this addressed one way or another.
Ok, I'll check on that. I do have at least one planet with an 80% bonus for growth rate (carefully selected placing) and it should be easy enough to watch to see a .18 growth rate. Did I fail to mention how nice the rest of the mod is? It's a good adjustment for 2.61.
Franky999, Running your mod and with a bit of gameplay, I'm seeing an issue with the change to the colony hospital tree. The old version added + .1 base growth rate and then added .1 for each adjacency bonus (I think). Yours adds 20% (first improvement) and +5% per bonus to the growth rate. Unfortunately, even with +60% (lots of bonuses) the growth rate doesn't go above the base .1 per turn. Effectively, you get no change in growth by researching and building the building, which
No rush at all. With 2.6 up and 2.6+ coming, no reason to see what was up with 2.3.2. I've got all mods disabled while the balance issues are being addressed.
[quote who="zuPloed" reply="109" id="3691556"] Quoting Alodan, reply 102 So you have 1 farm 1 approval building and 1 city, what is the difference to 1 money, 1 factory and 1 research building? You can move numbers as much as you want, either it is redundant because both do the same or either specialized buildings or popul
Interesting. and because you can "Farm" Arnor spice with the right tech, that's a not a blocker. Sounds like it's a worthy option. Heh, you could be mean and use antimatter for Research- that'd put a nice, hard choice between building all those ships with prototype engines, or with better missiles or the peaceful pursuit of science. :)
Base game or Crusade? In Crusade, you can add a spy and set them to learn more about a civ. After some time you can then "see" the surface of their planets. Once you have one society, you can move the spy to a different civ. and you can create more spy's from citizens. Possible, but takes work, and I'm not sure you'd have sufficient time in a campaign.
The game definitely plays faster without the wheel. The required use of resources is more challenging. Since 2.6, the AI now fleets up and is more of a challenge. Balance is pretty reasonable now on starbase/shipyard defenses. Good progress there. The thing is, this a space game. Space is vast, and the emphasis in the game should be on maps sized "Large" or bigger. It's also a 4x game, and the exploration phase shouldn't be eliminated by turn 100. Smaller sizes are cute, but shouldn't
It's Pragmatic, builder tree, Coordinated.
[quote who="DMF" reply="3" id="3689450"] Nope. No mod. No decay. [/quote] For certain races perhaps. Default United Earth race starts with decay. If however, you take the middle alignment path to get the engineering steps, all shipyard decay is removed with the second step, which is really nice. Perhaps you have been doing the neutral alignment path?
Issues with some tech trees with multiple upgrades is that the first one is a +.1 to base base rate but can only be replaced and the next one is +30% instead. The math there doesn't work out. Just set the higher ones in the tree to +.2, +.3 etc or do what the influence tree does - each upgrade adds the base and a higher percentage. The trees with issues are the growth rate techs and the tourism techs . The current effect is that replacing the first lev
Are you playing Crusade or the base game? If you're on Crusade, and the race you're playing doesn't have a shipyard at the start, rush buy one on the first turn. As you colonize the next 4 planets, update the shipyard via "manage" to use the production from them. No need to build other shipyards until you get some more planets. One other thing is to use the design and optimize the designs for the tech you have. There are no "radar/awacs" ships in the base designs, and having a s
Great mod Publus, I have recommended this several times. No issues working with 2.3.2 (8/1). Stacks really nicely with my population to raw production mod.
Don't moan, just do a mod to set them (percent buildings) as you want. :) Maybe set the first level back to 5% (+5% per adjacent) and put the 2nd level to the same but with a +1 production. Those would be worth building, I betcha. For a me right now, the only value a factory has is to add a +1 to the surrounding core mine and space elevator. Same for the xeno labs and computer cores. I see the AI build 4-8 of the xeno labs to get a whole 20% more science on a pla