Nostromo

Nostromo

Joined Member # 2425406
0 Posts 0 Replies 33 Reputation

This discussion is really interesting and quite important when you want to pick your winning strategies. There has been a lot of discussion regarding the actual battle algoritm used, so I decided that rather than use Excel sheets or Battle simulators I wanted to test this in the actual game. So I set up a cheat game i release 1.1 - with 2 races as equal as possible (basically selected the custom race and gave it the same characteristics as the one it was playing against (Dr

100 Replies 48,384 Views

The biggest problem I can see with the first Colony Logistics idea is: What happens when somebody surrenders to me? Do I suddenly get crippled beyond repair? Can I decolonize the new planets? I'm not saying it is unworkable, but the consequences needs to be though out. The critical issue is really how long it will take to research a higher Colony Logistics rating.

12 Replies 8,775 Views

The comparisons to "Real world tech trade" are all very good but the problem in the game is that there is often not enough economic reason behind keeping the tech to yourself - except military tech -since you often can't use a tech to make a product only you can sell instead. So If I could export "Xeno Farms" to other civilizations at a premium I would hesitate more before selling the basic technology - or if the Xeno farm had a unique outp

144 Replies 67,663 Views

While discussing nice tweaks to the ship builder, I would like to make the following suggestions: Make it possible to resize a componenty using the slider after it has been placed. This would make it much easier to get just the right ballance between size of different parts. This would be even better if you could select several spaceship components at the same time and resize them all (so ctrl+click to select more com

26 Replies 25,264 Views