I put at least a 1 farm, 1 entertainment and market on every planet above class 7. Also in the begining of the game when colonizing I pretty much put my taxes at 0 to get a 100% approval so my guys can mate quickly. So basically every planet I get has the potential to have around 11B people and that gives me more then enough money to eventually go up to 100% production. You do have to go 1 or 2 turns with 20-30% production when you start raising taxes but as long as the approval is around %80
Lord Nova
One advice I can give you is never make a ship with a 1 attack rating, always go for at least a 2. Defence works is effective vs other weapon types by the square route of the defence. EX. Shields 2 gives a 2 defence on beams but a 1 defence mass drivers and missles. So if the enemy has a 2 defence rating in anything and your ship only has a 1 attack value it won't be very effective. Now early in the game I usually research up to LaserIV or V or e
You can redownload the game and install it as many times as you like.
hmmm, where do you look to see the ships level? When you click a ship you can see it's level by either double clicking to get the description or look at the very top of the command window and you will see a little bar saying level. You can also go to the sort ship/Planet and turn on the "Sort by Level", this allows me to pick my hero shi
It's pretty stable for me however I did notice a bug when it came to fleet pictures. If you have more then 1 fleet in the same tile, you usually see small thumbnails of the ships at the bottom of the screen. However after the 1.3 patch, those little pics are now big black squares. Not really a big thing but it does make it hard to choose the fleet you wanted.
I have 2 naming convetions. Class name (ship design name) - This is usually random Mythical/legendary/cool sound class names. Ex. Excalibur for a warship and Corpurnicus for Science Vessels ect... I also put in the description the date of fabrication and class Ex. Excalibur Commisioned 2231. Ship of the Line I don't go into any of the details of the ship (weapons or loadout since thats already done for you). I only name individual ship
Remember that the AI destroys improvements if it thinks the player is going to conquer it. It also adapts it's build strategy depending on what's going on (I.E. if it's loosing a war it gets rid the more expensive buildings and builds more factories).
I'm guessing the update will come out probably around 4-6 pm eastern time. So you got at least 3 hours to finish up the game you are playing.
Well I heard that in DA you will be researching techs to be able to colonize other types of planets. I was wondering if there could be an ultimate tech to planet colonization that allows the race to make Dyson Spheres. That way you can colonize Stars (suns) and they would be like lvl15-20 planets. Having not played DA I don't know how the colonization techs work but i think it would be great to have Dyson Sphere as the very last uber Tech in that branch.
I just want more cloak and dagger stuff to do, more backstabbing, more AI standing by moral ethics (like more protection for minor races). One thing that bothers me is that good friends will go to war because one side is already getting completely destroyed so the other powerful force in the galaxy comes in to mop up (instead of protect their friend even if it's a minor race). Also does anyone know if there's another way to declare war other then moving into enemy ships?
I think the thing that makes it so limiting is the fact that most of my games end way before 2240 (even with tech trading off). The main reason for this is the fact that once the AI allies itself with something, they never break it off or cancel alliances. If there was more dynamics to alliances (trying to keep your allies pleased with money for example). Right now I just Ally with those who are friendly with me and eventually it turns into me and 3 other civs fighting the rest of the galaxy.
It always seems to me that the AI attacks the ship that posses the biggest threat and that can kill quickest. Like in the begining when i put 1 beam attack on my fighters and a stinger on my heavy fighters. It always goes after the heavy fighters first.
The way i would see carriers working is as a module you can purchase. Then lets say 3 tiny fighters can fit in one module and it won't effect your logistics of the fleet plus the fighters would move just as the carrier regardless of whether they have an engine. That way we can star destroyer like capitol ships that unleash tie fighter like ships that have no engines but instead are all weapons (I use that strategy for starbase and planatary defence since my fighters don't need to intercept but
Ok I was going through the sound folder replacing sounds with beefier Bridge Commander sounds, when I noticed there are 3 sounds for various defences (IE battle_armor_deflect, battle_armor_deflect2, battle_armor_deflect3). So my question is are these sounds played randomly on hit or do they correspond to success/partial success/failure of the defence?