Armed Arcean colony ships

The Arceans have started building armed colony ships in my current game. I'm relatively confident that this is a behavior SD tried to squash a while ago.

I sent in a saved game file, in case they want to stop this...
7,234 views 12 replies
Reply #1 Top
I've seen the Drengin do it too. I wasn't aware of the issue, so no save, sorry.
Reply #2 Top
Purge, is this TA or DA?
Reply #3 Top
TA, latest build.

Although I think there will be a new build today, I don't believe anyone has reported this prior to now. So I don't expect it to change today.
Reply #4 Top
I've seen armed colony ships, armed transport ships, and I think armed miners.

I just assumed the computer was getting smart and making me regret building "engines and one weapon" anti-cargo ship cargo ships.
Reply #6 Top
It also in DA ... I've seen armed miners

Reply #7 Top
It's one of the only rational responses to the all-engines-one-weapon colony killer. If I'm really in a tough spot I sometimes leave a single uncolonized planet deep in my territory to use as bait - it's a great way to absorb a comp's military production, assuming you are powerful enough to end the war afterward!
Reply #8 Top

It's a way to stop them from getting destroyed I guess...
End of quote


With only one hit point, they are pretty much going to lose any conflict they are in. Really, I can't think of a legitimate reason to do this. Even the all engines one weapon colony killer is still going to knock these things out and always survive because of the one HP rule, barring very bad luck. If you guys see a TA game with armed miners, that should probably be sent in as well... (bad joke alert!) After all, you should at least be an adult before being armed!
Reply #9 Top
Ok, 20 lashes with the limp noodle for Purge for his bad pun!
Reply #10 Top

It's a way to stop them from getting destroyed I guess...


With only one hit point, they are pretty much going to lose any conflict they are in. Really, I can't think of a legitimate reason to do this. Even the all engines one weapon colony killer is still going to knock these things out and always survive because of the one HP rule, barring very bad luck. If you guys see a TA game with armed miners, that should probably be sent in as well... (bad joke alert!) After all, you should at least be an adult before being armed!
End of quote


Quite the opposite. Due to the tie rule, the armed colony ship would almost certainly win against a colony killer, unless you are playing Arceans. I've seen these things get 5+ attack split between missiles/lasers and even have defenses. Heck, I've had the AIs give me such colony ships to help in a war against another AI!
Reply #11 Top


It's a way to stop them from getting destroyed I guess...


With only one hit point, they are pretty much going to lose any conflict they are in. Really, I can't think of a legitimate reason to do this. Even the all engines one weapon colony killer is still going to knock these things out and always survive because of the one HP rule, barring very bad luck. If you guys see a TA game with armed miners, that should probably be sent in as well... (bad joke alert!) After all, you should at least be an adult before being armed!


Quite the opposite. Due to the tie rule, the armed colony ship would almost certainly win against a colony killer, unless you are playing Arceans. I've seen these things get 5+ attack split between missiles/lasers and even have defenses. Heck, I've had the AIs give me such colony ships to help in a war against another AI!
End of quote


The ones in my game weren't that heavily armed...Still, at that point, two ships makes more sense. One being an actual warship!

Reply #12 Top
arming a colony ship is a waste because the ship is destroyed after it's used. it's better to bring an escort that can turn into a defender, if the ship's death is really a threat at all.

i would arm miners (bad joke continuation alert) if i lived in the south, but also because even though they won't survive, they're sitting ducks anyway. i generally don't build miners early in the game, and often not well until mid-game when i can afford to research the mining line at a leisurely pace. by then, the extra cost in production isn't such a big deal. my only rationale is that, if they're going to destroy something i built anyway, i might as well do a few points of damage to them in the process.

if i'm building a 3-MA, i might arm my constructors while i'm building it, just to boost my military score in the short term.

i will often arm transports. if i find myself at a tech advantage but a population disadvantage, i'll often put 1 or sometimes 2 advanced troop modules on a medium hull and then deck it out with an engine, offenses and defenses. i don't intend them as front-line combat ships, but they can knock something out in a pinch, and because there aren't too many troops on any given ship, i don't invest large chunks of population on newly taken planets, not immediately anyway. after the war's over, leftover fighter-transports are put in orbit as defenders, also boosting population, leaving my front-line ships to do anything i might need them to (clean up pirates, fight other wars, or return to the center of the 3-MA "catapult" for rapid deployment).

as a nasty bonus trick, towards the later parts of the game sometimes i'll sell them to some AI who'll need to move them through another AI's territory to get them home... triggering a war.