I won't trade anything with Soldiering, Engine speed or weapons. Everything else I'll only trade if I want something from them, or if an ally or friend is in trouble I'll help beef up their defensive technologies or send some obsolete weapons
Leftcoast
I use them in the middle game I put the smallest weapon I have and as many engines that will fit and a few sensors I end up with a ship that has 3-4 attack and 20-60 movement that I use to poach traders and constructors and unarmed starbases, then run away out of range of military ships
Mine changes all the time. When I was watching Battlestar Galactica, I started naming my ships after ships in the show. Then I started naming them after Stargate ships (X-301, X302,BC-303 Prometheus, Daedalus etc) After a while I just start labeling them by weapon type and hull size "M1" = Tiny Missile "M2" = Small Missile "M3" = Medium Missile "M4" = Large Missile "M5" = Huge Missile B for Beam and D for Drivers And when I do upgrades
One tip I found very useful when beginning on a larger map was to use population growth +70 as a bonus. When you expand too quickly, and your population doesn't grow fast enough your economy and industry stagnate quickly. By having a huge growth bonus, you get tax bonuses and the ability to stock lots of colony ships early. It helps me because I like to rush as many colony ships as I can and get all the good planets nearby.
Yeah, I'm pretty sure it adds +1% to a random bonus every turn, so after 100 weeks they could have some pretty serious bonuses to soldiering, research, production, weapons, defense, hit points, planet quality etc etc If you leave them for, say 1000 weeks, they could have more then doubled some of their abilities, making them pretty tough. It's not game breaking, but the longer you wait, the tougher they get.
Let it ride on the passline, come on lucky 7!!! PS: Math looks sound, but all I know I learned in one Econ Stats course at University, if you increase the hp and force fights to go a few rounds defense will automattically become more important, it's the one shot kills that make defense useless. But reducing the variance would also help reduce one shot kills (Unless your weapons far outclass the opponent)
Let it ride on the passline, come on lucky 7!!! PS: Math looks sound, but all I know I learned in one Econ Stats course at University, if you increase the hp and force fights to go a few rounds defense will automattically become more important, it's the one shot kills that make defense useless. But reducing the variance would also help reduce one shot kills (Unless your weapons far outclass the opponent)
save the game, and test it to find out, kill the drengin off and see if the Arceans win
I thought planetary growth was hardcapped at 200k people per week after all bonuses,
I think what you suggest would make the weak weaker, and the strong stronger. For instance, if you are winning a war, or getting ahead of your opponant, you can raise taxes higher due to more moral and speed on ahead. Vise versa: if you are struggling to keep up, it now gets harder since you have yet another problem to deal with. This would, at least as you have described
I tend to get a bit of both in racial traits I get Population growth and Moral, because the increased economy allows me to buy everything else I need
I think the best improvement is obvious, yet taken for granted how powerful it is, and how dead you'd be if you couldn't build it Starports
As long as I have enough ships to defend all my planets from sneak invasions, I don't build many fighters with every new tech. Maybe 1 or 2 if a planet has high production and I'm not cranking out constructors. I ususally build a couple of the first tech fighters, then don't build others until some civ declares war on me cause my military is weak, then I switch every planet to building the most up to date fighter I can design, and procede to capture a few planets before mak
Or if you have low taxes and a strong moral, change the governments and get the production/research bonuses, and just maintain good morale. Or, be an ass and tax em to death until 1 week before the election, and drop taxes to 0 and win a landslide victory, just before driving the taxes back through the roof. Maybe tax slider moral should have an average factored into it? Like the tax level of the last 8 weeks averaged = the moral, so dropping taxes doesn't have an immediate
I don't micro manage too much, but I build a moral building on every planet, and another when I build a farm, and when I need cash I use the tax slider to make sure global approval is above 75% When I have tons of money, or need faster growth I lower taxes and make global approval 100% I don't check and see if every planet is actualy at 100%, just the global average
I had a game where the Drengin found a precursor artifact that would make them increasingly powerful as time goes on, I think it was suggested in the event that they should be destroyed before they become too powerful... I think I remember that in GalCiv 1, that event gave +1% to a random civ bonus every turn, so the longer you waited the ston
You need to research hulls and larger scale construction techs to build larger and larger ships Early in the game there aren't many civs with weapons tech, and the small/tiny hulls are good for +1 weapon defenders. Use the cargo hull for ANY non-combat unit (or a super high weapon loadout late in the game for fire and forget type attacks) For Constructors, Cargo Hull, 1 of your best life support modules, and as many of your best engines as possible For
I read in one of the patchs, something about if population = less then 1, it would be rounded up to 1 here it is "+ If population after an invasion is less than 1, it will be set to 1"
since each game begins with first contact, there is no "historical enemy" unless they faught in that game. Since you seemed to be the "historical enemy" it's likely the Terrans were either neutral or even on friendly terms. Each new game doesn't necessarily play out according to the Stardock imposed lore But yes, I've seen the spite surrender a few times as well as surrendering to the might of the aggressor
I've seen similar things, on the summary screen for a planet the total production is listed as a number, yet when I add up all military and social hammers, the number is far far lower then the number listed in the planet summary (or if I add up the capacities of all factories) This is with or without focus selected. If you say reloading fixed it, I'll check that out if I see it again.
Multiplayer would likely have an option to have a time limit per turn that moves the game ahead, I'm pretty sure Civ4 had a changeable time limit.
Yeah, if you don't invest in defences, hitpoints are the key to fleet battles unless you have a very large attack and always attack first.
It took me a few tries, but the way I beat it was I captured the 3 planets to the west early, but left everything to the north (the Torians took those) By the time the Dread Lords had killed off all the ships of the Torians and Alterians, and started killing my ships at the 2 original outposts, I had Medium ships with 10 laser grouped in fleets of 4 (so 40 attack) and if they attack first, could usually beat a DL Battleship, but usually lost