Azunai_

Azunai_

Joined Member # 4419615
2 Posts 118 Replies 11,540 Reputation

the term "domination" was used for the conquest victory in civ 5 and for a slightly different type of victory in civ 4 (where you were basically declared the winner once you had ~2/3 of the world's area and population). influence is somewhat comparable to that, but not entirey. it doesn't really matter how much population you have, just how many tiles you own. and the required % is higher. i think you need something like 85% of all tiles to win (mabe adjusted for number of players, ga

20 Replies 35,822 Views

sounds like a carbon copy of the old civ 5 gold per turn exploits. they sort of fixed that problem by only allowing gold per turn trades between civs that have a declaration of friendship (or whatever it was called). technically you could still do it, but attacking a friend sort of flagged you as a diplomatic pariah for the rest of the game. also, in civ you could only trade for resources, gold and cities (cities were usually super expensive, unless some crappy village the other civ had just

1 Replies 3,846 Views

remember that you can build approval upgrades on star bases (up to +3 i think - maybe there's more in the age of ascencion, haven't played a lot in the late age yet). and you can upgrade star base range to 7. even without that range upgrade you can usually have 3-4 star bases affecting each of your planets. just build the base economy star base (the initial 10% production boost is far better than any of the subsequent upgrades anyway) and add approval modules as required. also, pick t

23 Replies 93,240 Views

in a sense, the basic factory and similar T1 buildings really start at "level 5" (since they provide a 25% bonus which is the same as a +5 adjacency bonus). as you upgrade them, the better versions are essentially higher levels. a mega factory (third tier mfg building) has 40% bonus, which is essentially the same as "level 8". the manufacturing capital has a whopping 200% bonus, which sort of makes it a "level 40" building. that's how i view the building levels in relation t

12 Replies 46,151 Views

actually i kind of like them for the flavor alone. galaxy feels more alive if there are some lesser powers screwing around but not really competing for victory. gameplay wise, they don't really serve much of a purpose and open some abusive strategies. i guess that's why they are set to "none" in the default settings? they could probably add some features to integrate them more in the game. for example, a mid-late diplo technology that allows you to absorb minors peacfull

5 Replies 10,914 Views

ah ok. so that "twice the fire rate" comment isn't some sort of hidden feature but actually refers to the (slightly) faster cooldown and the upgrade module that doubles the fire rate but reduces the hit chance? well in that case i stand by my former analysis. they are underpowered. i thought the double fire rate was some sort of hidden feature, not the effect of that extra module. imo, modules that are not used in automatic ship designs should NOT be taken into acco

30 Replies 131,099 Views

those projects now don't seem to do a whole lot for specialized worlds. outside of very extreme cases, it doesn't really make a difference if you just set the slider to 100% research and leave the queue emoty or try to squeeze out a tiny bit more by adding the project and moving to 99% with 1% manufacturing. and that's on research/wealth planets with decent manufacturing potential base (i.e. usually 3-4 factories + power plant). on high powered manufacturing worlds t

5 Replies 18,391 Views

ah thanks for the reply ;) wouldn't it make sense to display the double fire rate as double damage, then? or possibly redo the whole display and show more like a "dps" value that factors in the cooldown / fire rate?

30 Replies 131,099 Views

hi there! i was wondering why kinetic weapons seem to be so much weaker then the other two types now. i started playing the game in the last ~2 weeks of the beta and if i remember correctly, they used to be more powerful not too long ago. the first time I played the tutorial, the starting frigate you get had (i think) 32 kinetic damage or something. it seems the damage of kinetic weapons was nerfed with one of the latest patches, the ship from the tutorial now only has 8 kinetic &nbsp

30 Replies 131,099 Views