Pretty much sums up most of my issues with the starbases in their current iteration. Especially the fact that attacking a Military Starbase is no different than attacking an Economy/Mining/Influence Starbase (apart from the fact that any nearby fleets might be a bit stronger of course).
SlandeBande
[quote who="Mystikmind" reply="3" id="3608083"] Quoting joeball123, reply 2 The issue with retreating isn't a question of 'realism,' it's a question of whether or not it's actually fun to have to chase down every little force that your battle fleet should wipe the floor with in a single battle but which manages to
[quote who="00zim00" reply="19" id="3607158"] Quoting exelsis, reply 18 Whatever the Diplomacy stat does. I don't know what that is though, other than it making people hate you to a lesser extent. Game files don't say how, though! I assume it is correct then that is just lowers t
[quote who="GhislainBlais" reply="10" id="3606945"] Hello, In my current game, I build 6 embassies (and they turn to the higher version soon after). My "we love war" neighbor is still "furious", but all non-malevolent factions became "close". I'm now allied with 11 factions of the 14 in this insane map... just 3 malevolent are not in my party. [/quote] That response got me thinking. I read somewhere about the different
Just a guess, but maybe it has something to do with how the game manages the seperate Social/Manufacturing productions? What I mean is, you might have, like me, set the distribution to 100% Social / 0 % Military, and then use the Military Subsidies project. I don't know if the production then technically counts as "Social" or "Military". If it still counts as Social, then it would make sense for the bonus to not apply (from a technical standpoint) but it still doesn't make sense from
I'm pretty sure trade routes are lost if a war breaks out between you and a trade partner. I haven't noticed any impact on Tourism though, and I think it is only modified by your Influence (and Tourism improving buildings of course).
I'm pretty sure they work exactly like what some here have suggested, namely that they each provide +1 Diplomacy. I think the reason you aren't seeing the benefits on the Diplomacy screen is that the Positive/Negative modifiers (+++ / ---) are visually capped at 3, but their benefits can go beyond that. The basis I'm using is a game where I have had enemies being hostile towards me for quite a while, but after I built quite a few of the Buildings, everyone was suddenly "Close" rel
[quote quoting="post"] 1. When I want to but something I can't find out much it is without purchasing it on a planet. 3. I mean if the optimum population is 10 then there is no advantage to increasing population. 4. Why do we increase population if it is not worth having more than 10. [/quote] On 1: You should be able to tell how much it would cost by hovering your mouse over the "buy/rush" button. It should tell you the cost in a pop-up/tooltip.</p
[quote quoting="post"] Why are the upgrade prices so high? why does it cost like 3500 BC to upgrade a ship worth 700BC If you ask the up upgrade price should be based on the components being upgraded. the 3500 cost could be used to be change the ship into a totally different one [/quote] I don't know the exact forumla (but figuring it out shouldn't be too difficult). I assume it sorta Works in the same way it did in Gal Civ 2, in that if y
On a similar note, does anyone know if the distance bonus granted to trade routes is based on the map size? I.e. can you get a higher distance bonus multiplier on huge maps compared to small maps? That would at least balance it out somewhat (but not completely). On an unrelated note, in my current game I'm making around 5,8k Trade Profit / turn with 12 Trade routes from my Capitol. Pretty effective income, especially since it is unaffected by changing your global production wheel and plan
If the goal is to introduce a soft-cap on ship speed, then Military Starbases should also be looked at. In my current game I'm flying Constructors around my empire with moves close to 100, with only 2 Drivers installed (granted, they are Stellar Folders, but still). At least it is harder to sustain such speeds in enemy territory over several turns.
[quote who="wuphonsreach" reply="43" id="3604745"] I dunno, it seems like Cultural or Mining starbases are better for extending your fleet range, rather then Military starbases. With Culture starbases, you grab more of the map and with Mining starbases, you grab more resources for better equipped fleets. [/quote] One thing the Military Starbases can do for you that the others cannot, is increase the speed of your ships. Having a Network of Military starbases enables yo
[quote who="El Buitre" reply="40" id="3604608"] Slande i was hoping it was something like that. I will look again at the stats of ships nearby it prior to a battle, and see if the numbers jump when engaged... or i'll look at the fleet stats just prior to entering the coverage area of a military base and see if they jump then too. The bonus application must be "silent" as I was looking for a quick message or something or even animation on the "quick battle"... how cool woul
[quote who="El Buitre" reply="31" id="3604502"] What do military starbases actually do? If a fleet or planet of mine is attacked in the military starbases area it doesnt do anything to help. [/quote] Military starbases typically boost the ships you control in their area of effect, boosting both their offenses and their defenses. Individual weapon/defense techs give singular upgrades, whilst certain other techs grant benefits to all weapons/armor. Fully upgraded (and research
[quote who="Bruce Hake" reply="28" id="3604480"] Somebody said in this thread that he routinely builds one farm per 3-5 factories. My own research indicates it's wiser to build just one factory as the first building, either next to the capitol or on a manufacturing bonus tile. Then I never build any more factories. On a big planet I'll have one hospital and as many farms as possible. For the last two weeks I've been playing on an excessive m
[quote who="thimon2k" reply="2" id="3604452"] You could also move population from less important planets to production planets in order to increase production using colony ships. [/quote] Aye this is especially useful if you have certain planets with above-average population growth, and you want to fill planets with below-average population growth (especially if they are critical planets that cannot afford to switch to Birthing Subsidies). The same works with Transport
[quote quoting="post"] I've read the strategy guides given here on how to start the game - max tech, get propulsion techs, spend to get 2 colony ships, then switch to max production and colony spam. After colony rush with max production I'm far behind all other races in tech and warships (which you need tech for). I do trade with the AI factions for tech but still need to do extensive research. By the time my research is finally halfway decent the game stands at me hav
It depends on the amount of micro-managing that could be done. For instance, if I had the option, I would constantly alter the Manufacturing % of planets using Birth Subsidies to micro-manage the benefit it gives to ensure I'm not "wasting" production on unused Population Growth. I see that it would be alright for when you have to upgrade a certain group of planets, e.g. Research planets needing new Research improvements, but I'm often on different pages on different planets. I rarely
I've noticed that the AI's will start diversing their specializations when it comes to the later technologies, at least in my game, and they definately aren't only taking the best option every time. I've seen AI's choose the Sensor cost reduction branch, whilst some others opted for the mass reduction. I've also noticed it specifically with the precursor relic specilizations (which currently have no effect or am I mistaken?), e.g. some of them get the Cultural, whilst
[quote who="El Buitre" reply="17" id="3604037"] As of right now there are no sliders in my Govern Planet screen... That just baffles me. thimon2k where the option of putting sliders back in the game? What a dumb move, taking them out. [/quote] Huh, I assume you then mean the "Govern" tab for the individual planets? I was referring to the "Global" "Govern" tab where, you can also see an overview of your income/expenses, as well as going over your current trade routes, managin
I would at least like to see the AI react to such behaviour like it did in Gal Civ 2, where they had a diplomacy modifier something along the lines of "We know what you are doing".
[quote who="El Buitre" reply="11" id="3603683"] I have built.multiple farms on my olanets, i cant get and research going, just N/A... i just hate this, in the planet screen i cant drag allocation, i can only click which focus and all of it moves from research or manufacturing, like all of it. I am so frustrated about having my shipyards and research all N/A [/quote] If you haven't deleted yet: About the research going N/A: Have you used the "Govern