You are trying to decide between a game that is out now and one that claims it will be out in the fall (I can't remember the last time a game has come out on time). I like both FE and the AOW series....but I'm left trying to compare an actual game with a known price, favorable reviews, and very good forum feedback relative to any game I've purchased recently, to a game in development with not much concrete known about it except its pedigree and that it&nbs
Actuarian
The Healer promotion text says, "+1 to the armies Health Regeneration per season". I assume the promotion only applies to the army in the same tile as the hero, not all armies. If so, it should read "+1 to the army's Health Regeneration per season" There is similar "armies" language for the Tactician promotion (and maybe others).
[quote who="Sparhawk4242" reply="24" id="2929807"]What I personally would like as an idea is to do not know the whole tech tree in the beginning. It could be a nice option to only be able to see a short term into the future. I always find it a little bit unrealistic to see the whole technology path ways. Where you can get some inspiration is the game Ascendancy from the logic factory (now available after 10 years again for the ipad/ipod/iphon
@JSJ - good to know...thanks for the info!
I've been messing around a bit to get the epic feel (I used Heavenfall's setting too). I'm not woking too hard because of the impending major changes to the game, but here's what I've come up with. First, I modded the pioneer kit, "CoreAccessories", to make Pioneers take 20 turns to build and cost two pop's, 100 gold and 50 materials. &nb
[quote]It seems like i missed that Research isnt updated until next turn, with social and military you can change the focus and instantly you can see how many days less (or more) it'll take.[/quote] I assmue you are talking about the research screen. If you click around between screens a bit, the research screen will update to the correct expenditures and turns to research project completion.
[quote]Thanks to stardock's silly pseudo update the game is totally unplayable. I can only set up the game and after choosing options for races to play against as soon as I click on the "next" button to start the game it always crashes now. Next time just put a screensaver or a stupid text file on the servers for us to download to test it. I'm not the only one having this problem stardock. Check your new and "improved" beta and bug forum posts.[/quote] Wait until tomorrow, and go read a
[quote]Are you sure one Ship was not build at the Innovation Complex planet (usually your Home World) and the other one was? Base Speed for all Ship is 3, Racial Bonus +1, Innovation Complex +1 if build by that Planet: So you get 5. If the ship was not build by Earth then it would only have 4 which is correct. [/quote] I bet that is what happenned. I'll check into it and get back if the Innovation Complex doesn't explain what's going on. Thanks.
Playing the Terrans (+10 speed) on a new game with this beta, I researched sensors and then designed a new ship that replaced the regular sensors on my scouts with survey sensors. Then I upgraded some existing scouts to the new design. The ships kept the same speed that they had before the upgrade (5, which was correct). However, when I later built another of the same design of ship with survey sensors from scratch, it had a speed of 4. For some reason the new ships didn't get the (+10 speed rac
[quote]Hi, Ive read this guide a few times and Im starting to get the hang of things. on problem i keep running into is debt. How fast should i be colonizing? How do i deal with that 12 maitnence cost for every new planet?? Just seems by early-mid game im always swamed with debt with every planet -20 to -30 income, how do i get around this. more specificly in the campaign where you cant build freighters to get trade income?? [/quote] I would post these sorts of questions in the stra
It would be impossible to do much research with an all-economic approach. Would your approach be to buy an emerging tech from another race then trade it back to all the other races for cash? That would be a lot of work and still very expensive.
Good test. You are much more patience than me. No wonder I've never come close to +1000 bc's per turn. That strategy would be pretty hard to implement in a competitive game. I don't expect you to sink any more time into your simulation, but what proportion of trade revenue do you estimate you received due to the economic starbases? It looks like a lot.
Consider that at some point in the game if you are "evil", the modules are free and you can just spam constructors until your bases are maxed out. And for the record I did achieve a solid 1000 extra per turn thanks to trade with 8 medium trade routes going out and a few starbases in the busy points. So it CAN easily help your economy but in times of war, of course, it will become risky at best to rely on it. At the very least you could use the peace time bonus to raise
How so? Beacuse of the cost of constuctors? Yes, combined with the low amount of extra revenue. You only get extra revenue when the freighters are in the influence radius of the the base, and on those turns you don't get very much extra at all. I'm not saying they are completely useless, but I don't think it is worth enough to change the decision of where you should put economic starbases.
Yes. However, I've become convinced (schooled by others here) that it takes a long time to recoup your investment with trade income enhancing modules, so it is a marginal at best strategy.
It may be annoying, but it's not very complicated. You can also start the game (DALaunch.exe), then click on the update game button on the splash screen menu. That will take you to Stardock Central and check for updates. Don't wait for a whole new version to come out; you can get incremental updates too. However, don't expect to download a patch; your game gets updated directly. Cheers.
Why are pirates pirates? They just AAAARRRRRR!
Tsed, who makes long posts when inebriated. Another excellent post, we definately need people who make long posts while inebriated. Otherwise there would be just boring, short posts made by sober people.
Keeping morale at 100% is a good early game strategy even if you're not a Superbreeder. With Superbreeders it is a must.
In Galciv1 you basically built the same batch of improvements in the same order on every planet. The sliders were how you could influence your social/military/research balance on a galactic level. In Galciv2 we got the ability to place buildings on planet squares. This let us choose our sliders (through the factory/lab decision) on a planetary level rather than a galactic level. The Galciv1 slider controls were left in Galciv2. When you have both, especially in their current fo
now I read this thread and wonder if I can even play it anymore... That's a bit harsh. If you think a 100% factory/lab strategy is an exploit, don't do it. Set your sliders to 1/3 each (or 25%-25%-50%) and just leave them there. You will accomplish close to what you are asking for. The only thing you won't have is individual control over spending in each sector because you currently only have one spending slider.
There is definately a negative correlation between map size and anomoly density. The number of anomolies seems about constant, regardless of map size. That makes sense because you only want a certain number of morale boosts, etc. in a game or the game balance would be disrupted. I'm not so sure about map size and bonus tiles, but it seems like that is a negative correlation there as well. It might have something to do with the density of colonizable planets too. I also think th
I'm with you Itzok. Fun is more important than winning on the highest difficulty level. Having said that, I do think that there is a problem with game balance if you need to ignore important elements of the game design (labs or factories, a lot of the bonus tiles) to get an optimal strategy. How about nerfing the sliders so that if you set a slider above a certain percentage it results in a increasing marginal penalty. This could be used to balance on the game so that a 100% in labs or
Twice, in two different games, I have set up a trade route. The next turn (I'm pretty sure, it might have been the same turn) the freighter showed up to be moved with it's full movement points. I tabbed to the next ship and continued on with no problems (the freighter was not autoselected again).