tetleytea

tetleytea

Joined Member # 659431
23 Posts 1,058 Replies 24,936 Reputation

The 25% research anomalies are a reason to micromanage your research. You end a turn researching the more attainable stuff, but when you explore anomalies you switch it to the high-end stuff. You don't lose the research you've already done when you switch what you're researching in the middle. In fact, it's often a good idea to finish researching a low-end tech just to unlock a high-end one, hoping for a 25% bonus. My favorite anomalies a

27 Replies 16,877 Views

The tweaking I'd like to see is this: as it is now, the investment in Research Academies, Industrial Sectors, & other high-level improvements is ungodly, but yet the bonus isn't that great. You spend all that upgrading a Research Center to an Academy, for just 2tp? Also, I find Economy Starbases a lot of fun to build. However, I don't often build them. I don't have the money. If the bonus production can be used to save money, that wo

12 Replies 19,257 Views

I won't say it's the right or wrong way, but I've had good luck picking the +4 Sensors racial trait and letting my colony ships and flagship do the initial scouting. I don't need to build scout ships until I research sensors. When building a custom race I don't need stellar cartography (and its prerequisites), either.

19 Replies 21,208 Views

No, not the capitals on a bonus tile. What I've seen with the econ and techno capitals is that the bonus only seems to additively stack wtih the marketing/research centers. In other words 2 adv marketing centers + econ capital seems to convey a +15*2+50=80% bonus, instead of a 1.3*1.5 = 95% bonus. That has strategic implications as to how much you specialize a planet.

8 Replies 11,325 Views

It would be nice if the # of usable tiles just equaled the PQ. This is an unnecessary complexity to the game & it doesn't add anything.

16 Replies 6,873 Views

I most definitely change my startup depending on the map. When you play a large map with many, many planets, there's no way your starting treasury can handle purchasing colony ships. You'll be lucky just to keep your spending at 100% producing colony ships the old fashioned way. On a small map with very few planets and no manufacturing bonus tiles you have to change your tune, too--you might have a treasury surplus, and there may be less planets t

19 Replies 21,208 Views

My little planet with a precursor mine and a manufacturing capital seems to get the trade goods first just fine.

11 Replies 9,721 Views

I think carriers would be difficult to implement, but I like the idea. It would be cool to have a carrier module in the shipbuilder, and you could hold a fleet of tiny hulls inside. Then your carrier could be fast & have life support, while your tinies were slow, no life support, all weapons-type ships. The problem would then be, how to implement the life support? Because your carrier has to abide by the rules, but your fighters need to stay in

38 Replies 31,411 Views

Am I mistaken, or are the bonuses from the capitals only additive? I built an econ capital + several markets on a planet my last game, and the results were very disappointing. Same with my tech capital on a planet with 2 300% research squares and 1 100% square.

8 Replies 11,325 Views

In regards to the benefit of fast freighters, if I do some rough math it seems that, if you shave off one turn of time for your freighter to reach its destination, that extra turn of trade pays for one engine. So it seems usually there's benefit to adding engines, except for fast freighters that don't have to travel very far. Another trick is sometimes I'll build the cheap freighters now, but research Master Trade later. By the time they reach the

27 Replies 20,955 Views

I don't think invasions are impossibly costly. It's a game. Sure, it's MUCH better to influence flip them, but losing billions in population isn't that big of a deal. So you lost a few billion taxpayers, so what? They'll grow back. What is a big deal, though, are those invasion tactics that clobber the PQ. P.S. And yes, I do tend to pick the evil ethical choices. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" bo

18 Replies 27,166 Views

Large ships I produce in my star planets with the mega-factories. Tiny ships I produce at the not-so-mega planets. I have to admit, though, as technology progresses I use much less of the tiny hulls.

20 Replies 14,419 Views

The question is, how would you implement it? No doubt they implement the map as a fixed 2-D array of objects. The easiest implementation would be to just grow the array bound limits, and if you do that, then you might as well just add a larger map size.

11 Replies 9,026 Views