----------------------------------------------------------------------- AI suggestions... Thanks so much for posting this, Brad. I have been using the sensors = +4 racial pick for the last few games and I will verify that the AI is "not" cheating. I'm glad you brought up the AI issues, there are some areas where I feel you all have been doing a "great" job on AI, and others I have some s
Admiral Bridgehead
The one point I take issue with here is potentially overvaluing population --- increasing population (through excess pop) does increase revenues, but not in a linear fashion as Econ does. You have to pay for it through decreased morale. So you end up taxing your people lower as a result. I would take a 10% econ advantage over a 20% population growth advantage. Econ picks drastically unbalance the game because of leverage ---- In 1.1, you can build
Interesting, in a 1 on 1 battle (at least with the second Beta) the rolls seem to be 0-based, as mentioned before. Maybe fleet battles are 1-based and individual battles are 0-based??
I am totally in awe of you guys. The amount of effort you are putting on updating this product is staggering! Don't you have families? Played a session with the Beta 2 yesterday evening. I love your fixes and changes. Here are my notes of "still-existing" bugs and issues I notice: o The bug where morale+5 is on every colony but your fi
Have you thought about creating updated tables for the 1.1 beta?
I've seen this one too, but I don't think it's the bug you are thinking of. There is a ship that hasn't yet been given an order. Unfortunately, it doesn't highlight the ship (that's the real bug) so you have no idea that's what it wants you to do. You need to click the Find button to find the ship (or ships) that needs orders.
If you are running at 100% spending and have a big surplus (which I have been guilty of, by the way) you are not maximizing use of your economy. Build more econ starbases to pump up your production! Remember half of that bonus is free.... I am thinking that pop growth may be another thing that can really pump you up. Maybe I will save some of my picks for that one next game. Of course, you can also get the Aphrodisiac trade good.
I would also like to add that due to how bonus production is handled in 1.1 beta, having Economic benefits leverages production even more... compare having, say 25% Economics bonus compared to 25% all-production bonus (which you can't get anyway). Half of that all-production bonus has to be paid for (by what?). Building mining centers only helps you if you can afford to use all your income. But with the econ bonus, you get, say 25% more base product
I would have to disagree about Populists being the best choice. There is clearly one ability that trumps all others, because it is the only resource in the game --- Economics. The Economics picks and the Federalist party SERIOUSLY unbalance the game. The money is what makes the economy run. You can always ramp up production through mining starbases, so nothing is wasted --- besides so much else needs spare money lying around (starbase upgrades, br
I would like to add my input that from my trials with the 1.1 beta (not sure about early version), both attack rolls and defense rolls appear to be 1-n. If you use the battle window, it shows a blow by blow description of each shot fired. I took one example where I had a fleet of three 3/1 heavy fighters against an opponent's 5 3/0 fighters. I then paused it after every round to see how the damage was calculated. My attack numbers were ALWAYS be