Haasen

Haasen

Joined Member # 2408404
7 Posts 155 Replies 2,198 Reputation

I agree...needs to get toned down. Although I don't do it to exploit, when fighting I will often send in fleets of combat only ships into areas where the enemy has ships, clear them out, then post small fleets next to the alient planets to take care of the single ships they produce, then send in my transports without cover for an invasion. Doing this means I will often kill off 5-6 newly produced ships, not including the ones I needed to bump off to clear the area before my transports can come

23 Replies 26,111 Views

Learn the tech tree. Certain technologies can cause a big boost at certain points, especially the military ones. Lasers 1-4 just make them smaller, but when you jump to Phasers, damage goes from 1 to 2. So do your techs in "clumps", then switch back to another "clump" on a different tree. Learning lasers 4 withouth going to phasers is a waste (except in the case of point 3 below). Keep an eye on the production queues on your planets. Due to the governor, I will often find myself

4 Replies 5,746 Views

Help. Need some suggestions on starbases. I'm working hard to understand this game and am unclear on a few things: Economic starbases: Do they collect taxes from all trade routes in their area of effect or just yours? Any way to see how much I'm earning? I know trade routes earn you more the further away they are from their home. Does that mean putting economic starbases at the trade route destination point will earn you more BCs? Influence starbases: Does their infl

0 Replies 3,962 Views

Restaurant of Eternity ( i think that's the name) was showing up in the construction queue as an "upgrade" and it wouldn't let me purchase it. It wasn't showing up as a ghost image in any square and progress wasn't being made. I had to stop making it, restart, buy it, then cheat to give myself back the cash I spent. Might be tied into a previous bug that "sometimes can't buy improvements". I conquered a minor race and every turn after that was getting a pop-up box saying soemthing

317 Replies 88,013 Views

I usually create sensor ships on cargo hulls, no engines and as many sensors as I can fit. I'll then park them overlapping between myself and a hostile race. They are usually the first thing killed at the start of a war if I can't get them to retreat fast enough.

12 Replies 18,441 Views

Starbase range doesn't increase, but your influence will grow larger than the starbase range once you throw some modules on it.

41 Replies 19,741 Views

Hmmm...not sure if I like heroes. Soon we will be running around scouting debris for the "Ray gun of Death" for our heroes so they can do more damage. Works on smaller scale battles, but this is planetary! After saying that, I wouldn't mind some kind of "flagship" or special designator I could move around (for a price) between ships. Having the flagship add bonuses to your tactical for that fleet would be helpful. With techs being generally equal in the game do to all the tradi

83 Replies 53,633 Views

I know that at higher AI levels the AI will respond in force if it thinks you are building up forces on your borders. Does anyone know what it uses as a measure of "force"? If I throw just a ton of sensors on a ship and park it on the border, am I increasing my threat? And are military hulls, even with no attack, considered military vessels? Oh and am I the only one who finds it odd that Mark III sensors are as effective and the same size as Mark IV but cost less? Same as IV and

12 Replies 18,441 Views

Hey, a question I can answer! Farms supply only that planet. Moral building only affect that planet, but by increasing happiness they do affect your average happiness for your empire. Factories don't really supply your planet, they allow you to allocate more BCs to production (they raise the cap) as do research centers. Influence, as I understand it, has 2 components --- one is planetary and increases the influence that planet generates in its area and it also adds to the influence

1 Replies 2,594 Views

Do you get tax revenue from anyone's traders passing through your econ starbase? And does the starbase need to be on the trade route or just have the route in its sphere of influence? And, finally, how does it determine value? I just assumed it was population and send my freighters from my largest planets to their largest planets. Thanks. 3rd day playing. So many questions. Great game, lousy documentation... <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats.gif"

13 Replies 6,809 Views

The game got some great reviews on various Civ4 forums, as well as among Europa Universalis players I usually game with. I had to hit 3 stores to find a copy. Congrats!

9 Replies 11,124 Views

As someone who likes to leap ahead in the tech race, the trading that goes on really cripples my playstyle. I like the idea of limiting or turning off tech trading, but think it's a bit heavy handed. I'm in favor of givng people the option of doing things, but creating incentives/disincentives for it. The rampant tech trading that goes on does simulate "technology dispersion" that happens in real life, and by limiting tech trading you need to add that back in. A suggestion: Resear

144 Replies 67,050 Views