Some straightforward tips that I like - On the first turn, design a new scout ship using the cargo hull instead of the small hull. You can now fit 2-3 engines depending on the techs you chose at the beginning. I usualy go with 3 engines and 2 sensors (I take maxed out engine technology as my starting techs). This scout is FAR superior to the default scout; it can explore 2-3 times as fast for a minor increase in cost. The downside to using a cargo hull is that the scout will have 1 HP,
SeanG
It makes sense that you should gain a bonus for capturing a valuable planet that has galactic or super project. By the same token you should fight harder to keep and re-take them if you lost one of your own. I think if you're on a roll enough to steal more than a couple of the same project then putting a cap or not, you'll still win the war. That said, a cap should probably be put on how many times you can stack a super project through conqu
Spearthrower I believe sums up the opinion of those who do enjoy the game in the least inflammatory manner I'd like to stress the support and community interaction that's present with this game; look at the journals section. Constant updates and direct feedback requests resulting in timely patches. That's far above and beyond the current industry
I believe the in game explanation is that you're tasking your population pool to do the work; the problem with that is that population doesn't directly influence production, they just provide the income which is spent in the factories and labs. I agree with the OP, it makes sense to have two sets of sliders. One set for social and military and then research on its own slider, with each set able to go up to 100%. One set for your factor
I used a similar tactic to defeat the dreadlords in the campaign mode; you don't always have to run, you can fight fast ships to gaurantee first strikes with a focus on weapons, zero on defense. To this extent I actualy used cargo ship hulls for my early warships in campaign mode as the return fire from a dreadlord ship would usualy kill anything smal
Thanks for the concise reply spearthrower. i can definetly see how it's an unpopular choice could you enlighten me on the reason why they intialy wanted it this way? and why it's for social spending only?
Set spending to 100% social and view a planet with no social project or upgrades available. Some planets are still spending money as if it had a project to work on. Lets say I had a galactic wonder that I wanted constructed on one of my 10 planets. I set industry to 100% and full social spending to get it done fast... all 9 other planets are spending money as if they had projects to work on even if they are shown as working on nothing. Since