Missiles have a much longer range, at a guess, your losing a fair percentage of your ships before they even get to fire. Watching the battles is a good way to find out whats going though.
sardaukar_x
That 2000 per turn research would require quite rare circumstances I think. Think best I've had was 1500 from one big(ish) planet which had favourable geometry, a pretty healthy population and every 'one per race' tech building I could stack on it (research capital, temple of enlightenment etc) plus the 5 per colony bonus from the benevolent ideological tech line. Its not very reproducible really. Also if you have got to the point where you have 2000 tech per turn from one o
With regard to the wheel changes, I think the split between those who like the change versus those who don't is correlated with'size of the map they prefer to play. The bigger the map the more the changes may suit your gameplay. Personally, Im not liking the changes, I mostly play(ed) smaller maps where the first 10-20 turns are pretty crucial and its really hard to play them efficiently now. Really think there at least needs to be a way to put a planet on 100% social manufacturing in
Just a quick first impression really and this may just be me being unwilling to adapt (got 600 odd hours under old system) but not really liking it so far. Main gripe is about handling social manufacturing. As far as i can see you have adjust the split between military and social at the empire level. So if you have new colonies with no infrastructure that should be pretty much putting all available manufacturing into social and old colonies/homeworld that have decent infrastructure that
Each tech tree ( with the appropriate ideological choices, trait and abilities) does support/accentuate certain playstyles usually based around a particular game mechanic. I have just finished (almost) playing each of the standard factions on suicidal and each time I found it hard to win unless I figured out and embraced the relevant playstyle. Some playstyles are more effective than others and some are simpler to execute. Thalan is a solid choice but when I really want to be OP I use Iconian
That is interesting. I haven't really used carriers that extensively (not as a mainstay anyway) but I wonder if not having designed that many carriers, meant the AI was less likely to use those designs against me. I did not used to see them that much at all and I did wonder what all the fuss was about but perhaps my experience is atypical. I do maintain there are sufficient mechanisms in the game to counter them (guardian role ships of suitable size, with kinetic weapons, perhaps durantiu
True, you could adapt the principle though. Mix in guardian ships, with kinetic weapons, doing 50 damage a shot or at least 25 would be ideal. Or possibly add extra batteries of different weapon types to your capital ships. If you have three weapons types (which can one or two shot a fighter) you've tripled your rate of fire against small targets. Guardian pods is simpler though i think. Carriers are nice mechanic to counter/mitigate just making big ships with heaps of weapons, or v
Not sure if this is completely relevant to this discussion tbh, but I find guardian drones hard counters carriers pretty easily. If you start to run into carriers just modify your current designs and pop one guardian drone pod on each ship. You get smallish fleet of fighters that priortise shooting down other fighters. Combined with main weapon fire the other fighters go down surprisingly fast and once the fighters are dead its all over. I guess technically you have used carrier tech but it m
It means they have >150% planetary defense. Prolly an elerium shield plus planetary defense dome plus a few other bonuses. Not much you can do really no tech reduces pd by more than 50% so 150 is unbeatable.