I wish good luck to your Empire. I belong to one of those "little" Empires striving for surviving. :CONGRAT:
CortesMaltose
Economy and trade should be only ways to get a victory, not a goal in itself. IIRC trade victory was actually removed before the game was released because it was unfair.
If you make the galaxy circular, the path finding system should be changed.
Grrr... unable to edit my post. Nevermind. I think it is a good thing to be able to hurt your opponent's undefended planets. After all if he's unable to defend properly its planets, he deserves to be be spanked right ? A minor correction to my suggestions 1): The full load would only be required for complex invasion tactics. Gas warfare for example would only require 1000 M troops to have full effect, etc.
What would a perfect invasion tactics system be ? 1) Traditional warfare should be used very often. Slightly advanced invasion tactics should be used for some major battles. Highly effective invasion tactics should be used only for key worlds. 2) The invader should be penalized for using highly effective invasion tactics. So using an invasion tactic should be carefully planned. 3) The defender should not be penalized too heavily if the invasion is repulsed, i.e. the cost for the
More defense modules for starbases ? I don't think so. However the defense factor should be modified by the military ressources like all other starships. You've got to protect your weak but vital starbases, that's all. Those big ships force you to rethink your strategy, which is a good thing IMHO. I believe the game was designed to change the way of war as soon as you get battleships and better starships. You've got to be offensive, defense is not enough.
What about shipyards and other planet enhancements which boost the "starship quality" ? I thought they only improved the hit points of ships produced (before of after the building of the enhancement). On the contrary military (red) ressources boost the "military abilities" i.e. attack and defense of all ships.
I like the idea of the 3-parsec requirement for starbases. What I find a bit disappointing is the need for exceptions : starbases on ressources for example. And what about terror stars and foreign starbases ? I am currently thinking of a very radical change for starbases. IMHO each type of starbase module having a sector-wide effect should be restricted to ONE (or two...) per sector. If two starbases in the same sector have one common module (i.e. Party Palace), only one is active, the
IMHO the biggest exploit is the immoderate use of starbases by humans. This should be the first priority for game balance.
1.1a and gigantic.
Some thoughts : 1) Disallowing starbase bonus stacking for two identical modules on two different starbases (except of course ressource mining). Starbases should be scarse and players tend to build fields of starbases because of bonus stacking. So the trade bonus for a sector should not be higher than 50%, only one Party Palace per sector etc. 2) The trade revenue of a freighter during a turn should be based on the distance covered during this turn. The current system is flawed