The principle of concentrated fire has been around for a long time, possibly ever since people starting throwing rocks, and to my understanding, generally been considered a necessary tactical consideration. I taught it to my kids during squirt gun fights. Then I taught them that a garden hose beats squirt guns. ;) They taught those lessons to their friends in turn. I can't see needing a technological advance to enable something like that. I understand
erischild
[quote who="a0152570" reply="4" id="3667367"] My guess is you get the administrators along with the starbases. When I decommission two of the newly acquired starbases, my available administrator count goes up to 8 and the hover tip says 94/102. Your guess is correct, also works if but a starbase off the AI and decommission it [/quote] Good point. Buying the base would do the same thing.
[quote who="VladelMC" reply="6" id="3667295"] But it does mean that overall, you are restricted to less ship capacity overall due to not increasing the overall available logistics points. That is not an improvement but a downgrade. [/quote] It is a limiting factor, much like administrators, coercion, approval, maintenance, sensor limits, and having an AI actually play against you. These things shape the game. Anything less than an infinite and unrestricted amount
I didn't really mean to do it. Honest. I triggered the Benevolent Ideology perk, Enticing. All planets and starbases in my territory flipped to me. I was looking to get a few minor faction planets I had planted Culture starbases by in preparation for the flip. I had a total of 5 administrators left after doing all tech increases. It was tight. I expected to get some of those administrators back when I didn't need the culture bases anymore.</
I see the AI gathering anomalies, but nowhere near as aggressively as I do. I believe they have a paradigm of getting unprotected anomalies first before surveying protected ones. They do claim relics, but the action is very hit or miss. Relics out in the void are seldom claimed. Often, there are relics in an AI territory that I find unclaimed after crossing the whole galaxy. Occasionally, they are within 10-15 tiles of a planet. So, I claim them and then they get
I see it as an "encouragement" to do something other than clump together a bunch of identical biggest ships available and call it a fleet. I am looking at building a fleet of large hulled ships with a huge hull support ship that holds all the fleet buffs as well as its own long range weapons. That should be dangerous enough for most purposes. :) Also, I am upgrading the priorities of the Hyperion Logistics System. And when I go conquering, I am looking for your
I play Incredible on Insane or Immense, about 1/4 recommended number of opponents. Makes for limited contact diplomacy and large empires. I haven't seen such extreme stacking for a very long time. The Pirates were the worst about it, and even they fleet up nowadays. It doesn't really do them a lot of good, but they are trying hard to be a nuisance. Have to give them credit for that. The AI seems more prone to stack up in their own territory.
Like Larsenex, I have thousands of hours logged. I have seen the Peacekeepers twice, maybe three times. Once was when I was the one declared on and felt picked upon for defending myself. I ran from them for a while and they seemed to finally find my enemies. The other time, I just killed their ships and went on with my conquering. I haven't seen them again for a long while. I have my Events settings all on Abundant. So, you are definitely too da
The answer to the AI not stacking engines is to re-train the AI, not to remove the mechanic. Calling a certain level of speed "frankly ridiculous" is a subjective opinion, and not one shared by all. There are definitely different ways of addressing this issue. We'll see what happens, but I really enjoy the high speed ships cruising across giant galaxies. Somehow or another, I feel that should be a consideration as well.
In the big Details screen, under Ship Report, is the listed level. Hovertip over that gives breakdown of present bonuses and XP to go until next level. My little Destroyer is level 2 with 5% HP and 9 XP to the next level. Wish it luck, there are lots of Pirates about.
Thank goodness it doesn't cut to the combat screen. I have watched enough inevitable losses already. :)
Wow. Sounds excellent. I like the insistence on grammar and fact, myself. The rest sounds wonderful, too. By the way, I am presently in a big game, so I am cheating and just reading the flavor text for now. ;) Good stuff!
I haven't found the unoccupied planet list that helpful, either. I would want tabs to separate out extreme planets that clutter up the list before I have the techs needed to do anything. Sort lists everywhere there is a list, please. Keep it as consistent and helpful as possible, please. On a large map, any list that doesn't sort is going to a pain. Rally points is just one very obvious place it would help. Still having the unrevealed fog bug as
The discussions on tall vs wide have been focussed on the idea that there is room for an actual wide empire. Your map artificially limits the amount of planets and thereby nerfs the wide empire empire strategy on that map. This might be interesting in an MP environment for some. It does not actually address the issues being discussed for an SP environment. I am not a fan of symmetrical maps. Others are, as I have seen in many other games. The MP games I p
I have "SenSurv" ships, basically a survey ship with lots of sensors, some range and engines. I have SenSurv 1.0, SenSurv 2.0, etc, which get redesigned with each game based on current tech levels and capacity ranges. Early versions will have a sensor range of 12-18. Later versions have a sensor range of 25-30, depending again on techs available. I don't surround my empire with them, I send them accompanied by killer fleets to find things and eliminate them.
Interesting notion. Bureau is probably good because it is expensive. I was thinking of getting one administrator per trade route, as a way to make trade routes more attractive. But there needs to be a couple little mechanisms to gain administrators for us starbase addicts. You could hire them from other factions, but if you go to war with the faction, you lose the administrator and the starbase.
I absolutely love the Ship Designer. Don't get me wrong, my thousands of hours are mostly dedicated to managing empires or killing enemies or both, but I love the Designer. I do not do "conventional" designs. I do off the wall things that convince me that they are not anything humans would build or that tickle some part of my funny bone, or most importantly, somehow leverage the animation portion of the Ship Designer. There are numbers buried in those animation s
I want more things to negotiate over. It feels too much like a marketplace than anything diplomatic. We need to discuss other factions, where the pirates are, or the Dread Lords. We should talk about who is in the lead in snarky tones. We should plot against other factions with trade embargoes, deliberate price gouging, espionage sharing, etc. Definitely, active military cooperation and planning with one another needs to be available. Falling into
Too cool! See you there!
I use "hide part" extensively in game. There used to be a bug where if you shift selected a bunch of parts and hid them it didn't actually take effect in game. I haven't tried that in a long while. It may or may not still be bugged. But many of my basic hull templates depend on hidden parts staying hidden in game for their animation illusions to work. When I manually add hidden equipment to ship designs, saving the design as a ship, the equipment componen
[quote who="admiralWillyWilber" reply="4" id="3665330"] Are we bringing back the ability to shut down shipyards again, or a build nonthing que for starbases. [/quote] There is a button on the lower left of the shipyard screen that says "Do not notify if the queue is empty." It won't bug for orders, but it will answer requests for upgrade constructors from starbases. Isn't that the behavior you want?
I find population to be the key factor in developing an economy. Population is your primary source of raw production. If you have more production then you have a bigger economy. Return on investment considerations are less important than chokepoint considerations. Population, especially population growth, is the hardest limit put into the game. It controls everything else. On any planet with Class 10 or better, I put 3 Farms and a Hospital in some sort of quad.
Upload your ship designs to the Steam Workshop as Private if you don't want anybody else to see them. Then subscribe to them and have full cloud backup.
[quote who="lyssailcor" reply="10" id="3665152"] Quoting FlashXAron, reply 8 So does anyone know, where in the game files that value could be reduced, would be nice ! in MapSizeDefs.xml [/quote] Good, I can move it up to something se
It should run your 100 faction game. There will be a very noticeable performance hit with such an extreme game setting. As long as you are okay with that, you have got it made. For me, the real problem is the Diplomacy window. I cannot keep track of all those different people and I never know which ones to hate more than the others unless they are at war with me.