I think economy starbases only work when the planets the trade is coming to/going from is in their range... Not along the route itself. Economy starbases work anywhere for trade bonuses. You'll get the bonus as long as the freighter is in the zone of influence. However, it generally *is* better to build them near the home planet because
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So approval doesn't affect the revolting trigger? Actually, it does. A planet will *definitely* not revolt if the outside influence is less than 4.0. Once it *is* bigger, on any particular turn, the higher the approval, the less chance the planet will flip that turn. So try and boost influence to get below the 4.00 and make yo
Essentially the people who liked the old system liked being able to just turn up their taxes to 70% after building a single morale improvement (usually just the entertainment network). It was trivially easy to have gigantic populations and then tax them at insane levels. It was never supposed to be that way. It was just one of the things that happens when a game design
The best picks really depend on your playing style. I think the main difference is do you want to move fast or build slow? Maxing out economics allows your planets the most production and research when fully built up (you can support full spending without needing many economic buildings, and the extra labs and factories on those tiles make up for the "lost" race bonus) It also finances colonizing a fair few more planets in the colony grab on larger maps. The downside is whils
You doNOT need 100% moral, 75% moral gives one a population growth, while producing more taxes to support more building or more military. You don't *need* 100% morale, but going for it on every planet in the early game will in the long run make you more money than lower morale plus higher tax rate...at least it did when I first posted on this th
Interesting to see people choosing luck. I've always found it near useless...the only effect I've ever seen is those lucky ranger ships, which are OK but too slow. I do play on rare anomalies as it's too easy to take advantage of the AI with anything else, but even there, I did a test a while back and didn't notice any real differences between the "quality" of the anomalies with and without luck bonuses. That included modding in a ludicrous x00% racial luck bonus. What am I missing?
Wow, wow, what? You're kidding right? Of course economic resources increase the amount of money you make. Economic *resources* do, economic *starbases* do not. (Well, they can do with trade modules, but it's not a significant increase unless you put loads of work into trade)
I wouldn't bet too much on this. It appears to me that the developers who post are kind of obliged to have some games posted to the MV to show at least the minimum of credibility, but I suspect that it wouldn't be politically correct for any of them to be particularily high up on the rankings. It took a long while for Frogboy to accept anybody co
I don't think this is a good idea: The techs give a morale bonus all by themselves and enable to build the wonders. In fact, I rarely build morale buildings but I research the techs relatively early. ...neither of which I have ever found I needed. I used to start off with 3 entertainment buildings on every planet to get 100% morale in the early
Well if they take out the moral bonus for stock exchange then might as well never build another farm becuase there will be no way to keep your people happy enough and have a balanced budget. 5 old stockmarkets=3 new stockmarkets+2 virtual reality centers. You'll just have to set aside slightly more tiles for stockmarkets, that's all.<br/
There's really only two options here. 1) You are simply misremembering the numbers. Maintenance costs are 2% of ship cost. To wipe out a 200-1000 surplus, you need to build *at least* 10K worth of weapon carrying ships. That is not likely to be 3-5 capital ships! Maintenance costs rise during the game, but not that sharply. Don't forget to decommission your old useless ships. 2) You have unused military production capacity which is being returned to the treasury
Perhaps the upgrade buy price takes into account building materials already present in the existing building, and a straight buy-up-front price does not? That's the way I've always thought of it. Upgrading within the same type (factory to enhanced factory for example) gets you full credit for the previous building. (eg if the upgrade
for your last part, i'm past the phase were you build up your planets, i have the best factory's there are, second best OR best moral centres, best economic buildings, all planets are 100% build up (a few are still upgrading a few things) and i still can't have enough economie. As I said, it's better to have empty tiles than factories sitting the
well no...first i started with 5K money, not 7.5K, thought this changed. It did for the last version of the beta. It got changed back in the final 1.3 release. second, after getting like 15 planets my economie was
Also, if you cancel building *completely* halfway through a shipyard project (switch to "none") then the hammers already produced will be stored for the next ship you build there.
Bear in mind that 1.3 was in public beta for over 2 months. So if a planet quality bonus got goofed up no one noticed it. I certainly didn't. If it did get broken, we'll fix it. Sorry, Frogboy. The planet quality bonus has been screwed up for so long that I just accepted it and assumed you knew about it. Same comment probably applies to a lot o
an old way around this i found once before was by moving the frieghter into the planets orbit then moving it out to establish a trade route, it "used too" at least consider the last planet it was in orbit of as its main planet so thats a way around this "if still works" Pretty sure it doesn't.
kblore, no need to read through xml files. Get the galactopedia - it does all the hard work for you. http://www.kynosarges.de/Galactopedia.html It's a very nifty little utility. Since it's reading the XML files itself rather than being a preconstructed database, it updates automatically.
Still, it would be nice to defend an undefended base with the help of a fleet This you should be able to do. Are you saying you're seeing starbases without weapons or armour being attacked before fleets on the same square?
I had always assumed that you didn't get full credit for previous buildings. You definitely do. Converting to a different *type* of building does not give full credit, but upgrades within the same type do, at least as far as 1.3 beta 2! I doubt it's been changed. I even suspect (though not sure) that any excess on the last turn comple
It would be much more efficient to disable auto upgrade, research to Industrial Sector then enable auto upgrade and then have your planets upgrade from factory to industrial sector. I agree with the usefulness of the feature you suggested in this paragraph, but it isn't necessarily more efficient. You don't lose anything by going through each up
Surely if you tried it and it didn't work, then no it isn't true?! I vaguely recall somebody else on that thread mentioned that it only applies to military starbases but I may be misremembering. Anyway, if you don't build any modules that add to the *starbases* attack or defence ratings, you should find the AI will always attack the fleet on the square before the starbase. For military starbases, you'll have to put in *some* starbase attack in order to get the assist
If you're finding you're having to reduce the overall spending slider from 100%, then you have almost certainly just built too fast. There's no hurry. A building costs exactly the same to maintain whether your spending is at 100% or 50% so ideally you want buildings to be finishing at exactly the same rate as your economy is growing to support their extra production at 100% spending. There's not even any point (in the ideal) putting down a starport unless/until you're actually going to start
kblore, why buy the starport rather than just build it? I know it's an inexpensive building, but it's still costing you 80BC extra to buy rather than build, and it only takes 2 or 3 turns (slider depending) to build.
Really dislike the mining starbase changes. Resources were already unbalancing, now they're just ridiculous. I thought a lot of these changes were made to help the AI. This one disadvantages it far more since it's lousy at claiming and keeping resources.