Prastagus

Prastagus

Joined Member # 1331542
0 Posts 4 Replies 6,057 Reputation

on tougher difficulties, it is much harder to trade techs. Getting Extreme Colonization from races that have the same alignment, warm relations, still cost an arm and a leg. From the upabove debug file seems tech trading now exclusively biased toward the player as AI trading with AI doesn't have the same restriction. Can the developer give some insights on how tech trading is working now between AI vs AI and AI vs Player?

6 Replies 3,756 Views

GC2/DA economy is the hardest part to learn. Use the easy settings with 2-3 AI on Small or even Tiny with abundant everything and learn how to balance your economy during the early colony expansion and early mid game planet buildup. Focus your learning just on the economy for a few games and restart (Ctrl-N) when you start to get 100+ BC per turn in profit. After you think you got this down, up the difficulty and/or map size at your discrecion and fine tune the economy tactics more while can com

15 Replies 8,920 Views

In greater difficulties, the AIs do build faster ships and you'll appreciate the max 3 speed/turn in a war or colony rushes. If this applies before military bases -2 speed to enemy module, it is even better. The abilities are decent and many but spreadout though the miniturization bonus is great in the early/mid game Anyway, play Yor more often and play around with the points and you'll see they tend to have an easier time, at least in the beginning, on harder diffculties.<br/

36 Replies 13,816 Views

It happened to me once in DA even when I didn't choose to randomize intelligence. I wish there were info in the actual game that show what intelligence level each opponent is on in the Foreign, Report screen.

6 Replies 6,255 Views

I just try it out. +1/+2 speed even for races that have Ion Drives in the beginning helps a lot. It helped me to survey/explore faster and colonize faster against the AIs during the colony rush phase. I think if coupled with Military production, the colony rush phase would be very easy.

21 Replies 13,625 Views

I personally like to see better ground battles with unique graphics dedicated to each invasion tactics and add invasion defense tactics. Add more tactics to space battles such as fleet formations (set this when fleet creation), flank attacks, stealth attacks, reinforcements, simultaenous attacks, disable ships for capture, ship/soldier morale and chances to retreat in battles (if have at least 1 move left) due to battle morale etc.. perhaps even a ground equipment research subtree to further pow

23 Replies 24,504 Views

Hmm, speed +1/+2 does help in the beginning especially for Core designed ships. But what about the production strategy? I have read in the forum, to produce colony ships & survey ships. When should Korx built freighters? Should choose +1 or +2 speed? what about the the remaining ability points?

21 Replies 13,625 Views

In these difficult levels and big maps, would a race with a balance picks (picks that improves racial weakness more) or more specialized picks (increase racial advantages more) survive better? Currently I'm trying out Korx so any examples and follow up strategies about Korx can really help me out with other races too.

21 Replies 13,625 Views

What would be the 3 top races to pick in > Masochistic difficulties in > Large maps and what are the optimal abilities picks them to help them in early, mid, and late games?

21 Replies 13,625 Views

I do hope that the current tech trading system is taking into account alignment differences, relations, and civ power into consideration when it comes to tech trading. It makes sense if early tech trading is hard if this is true, else tech trading might need more balancing.

38 Replies 20,348 Views

I started a game in 1.5 and updated to 1.5x midway through. After I post the game, it didn't have the cheat flag.

9 Replies 7,347 Views

The initial colonization phase is pretty frustrating if you don't play it right. I know as I had restarted many times due to some mismanagement. Now I finally got a hold on this by incorporating my experience along with forum discussions. Threads like this really helped out hammering out some rough edges on this all important phase especially on Tough setting. On Tough, the initial phase seemed to be consists of a colonization rush to ALL habitable planets within starting ranges, follo

22 Replies 20,105 Views

Agents cost more for each. But when they are used to remove other agents or die in attack, will the next agent continue to cost more to create?

1 Replies 3,128 Views

Here is my result: in Tiny, Small, Medium using RARE & OCCASIONAL & COMMON Number of Planets & Rare Number of Stars & Rare habitable planets & 2 players total & 0 minor civs, it will ALWAYS have 13 stars with one star of 4 planets, 12 stars of 5 planets. On Large & Huge & very likely Gigantic, it generates the same 13 stars pattern as above but also generates some extra stars with no planets. in Tiny, Small, Medium using ABUNDANT Number of Planets & Rare Number of Stars & Rar

11 Replies 7,701 Views

Best is Yor due to its super ability, inherent abilities, 10 bonus points, & many starting techs. Second is Thalan.

36 Replies 13,816 Views

Due to the excellent DA Development Journal, I begun my experience with DA using Tiny map, I vs Drengin, & Tough setting. I created and recreated the Tiny map using this setting at least 7 times, and more using Ctrl-N. The result was pretty consistently similar to the example I had given above. I haven't try it in other maps greater than Tiny though. Perhaps this problem is only in the Tiny map size?

11 Replies 7,701 Views

I don't know if this works or not. Try to give the other Human Alliance a planet of the surrendered Drath close to their border (even the worst one might work), then see if they will enter into an alliance with you to get the Diplomatic Victory

31 Replies 105,239 Views

Give an example of this Galaxy Creation outcome: 3x3 Tiny = 9 sectors, using Number of Star = Rare, I got 12 stars total. Using Number of Planets = Rare, out of the 12 stars, 11 have 5 planets, 1 have 4 planets. Habitable Planets = Rare, I got 9 habitable planets with 4 needs colonization techs.

11 Replies 7,701 Views