I know there are other threads on this topic - but I wanted to bring up the question of Starbase micromanagement again. In each of the games that I've played, because I go for the economic powerhouse model, I find most of my time taken up by going to a Starbase, clicking 'Build Constructor' six times, then figuring out which starbase I should send each of the 3-4 constructors I built this turn to. Couple this with the flexible starbase design, and most of my time in th
FrostRaptor
Greetings all, I've finally gotten multiple games under my belt (much to the detriment of my sleeping habits) and I wanted to write out some of my impressions about something that's near and dear to my heart - terraforming. My favorite approach to empire building is the economic or tech rush; I love squeezing every last bit of performance out of my colonies and infrastructure. Eventually this leads to a wave of disposable troops crushing my foes, which warms my bla
I wanted to chime in that this has been my experience as well. The AI seems to only build Beam ships - which makes sense, because Beams seem to be attacking from the very start while missiles take a while to get there and I don't think I've ever seen ballistics work. I love the idea of the three aspects having a rock-paper-scissors approach, but it doesn't seem to be the case at all right now. I will also second the vote for more effective hybrid models than wh