millertime335

millertime335

Joined Member # 2591429
8 Posts 333 Replies 269 Reputation

First of all, you should know that I am still playing DL, so my advice might not necessarily apply to DA, and that I usually play on Tough or Painful difficulty. I usually set my sliders to about 20%/40%/40% (m/s/r), with some slight changes as need arises. My main economic strategy is to periodically sell some low end techs to other civs to supplement my treasury, so that I can run a deficit in income (which almost always happens when you run at full capacity). Also, don't let your

4 Replies 4,285 Views

I get stellar cartography if I don't have it (though I often play a race that starts with that tech). This means I don't need any scouts, I can usually guess where most of the planets are going to be. I then research up to Impulse Drive to speed up the colony ships. Then I research economics and morale techs. As soon as I make contact with a major civ, I will research Universal Translator, and a few more diplomacy techs after that to get the diplomacy trade good (can't remember the name or

19 Replies 12,760 Views
Reply to Governors in Game Talk

yeah, I definitely agree. I only ever use the governor to change what ships I'm building, but it's still a hassle. The other two aren't even worth it.

3 Replies 3,779 Views

Yeah, it doesn't make much sense that there is no damage on a failed invasion. This needs to be addressed.

30 Replies 21,034 Views

I agree that the current system needs some change. Maybe there should be inherent morale, loyalty, or influence penalties for choosing evil options. After all, I'm pretty sure that if the people were infected with a disease and instead of curing them you decided to harvest their blood for a beverage, they wouldn't be very happy with you.

21 Replies 25,116 Views

Adding on to the whole custom trade routes idea: what if you could have one trade ship go to multiple planets? When you launch a trade ship, instead of the standard movement command, it had a trade-specialized menu or some other sort of system where you could select the planets you wanted it to go to (only one from each race), and it would take the shortest routes from one planet to the next. The more planets you visit, the more profitable the trade route. To limit this you could put a cap on

14 Replies 8,500 Views

I like to 'stalk' military resources mined by others early in the game -- someone else gets one, I'll park a fleet of constructors within range and goad the other majors and minors into war with the owner and just wait for the base to be destroyed. Ha ha I do that all the time.

8 Replies 4,675 Views

There should definitely be a black hole. All ships in range have they're movement slowed or something. Or maybe a stable wormhole, that you could actually control and have trade routes through or something.

5 Replies 4,555 Views

Yeah, I'm gonna have to throw my lot in with those against the all lab/factory strategy. Like themocaw said, if this sort of exploit was intended, why not just have a "universal producer"? Because the intent was for specialization of worlds, where you had to consider where it was more important to have more research capacity or manufacturing capacity. This exploit gives you both, and therefore should be removed. Hats off to those who found this loophole, it is indeed an ingenious plan, but i

44 Replies 16,623 Views

I like the idea. I don't understand the reasoning behind the system where a long trade route is more profitable than a short one. While I can understand that for gameplay this encourages consideration of longer, more dangerous routes, but realistically how does one's cargo become more valuable as you haul it through space?

14 Replies 8,500 Views

Extremely, once fully upgraded with mining modules. Thats why there are so many defense modules to build on them. I've always thought the resources are kind of broken. I've had the worst military in the fleet before, and with one military resource, those same ships became the most powerful in the game. I think that the system should be changed, but this would probably be a serious change.

8 Replies 4,675 Views

Notice the huge jump in my population after taking over all those planets. Bonus points if you can tell by looking at this graph which civilization coughed up two PQ10+ planets! Hmmm I'm gonna go with Yor on this one. You also got planets from the Drengin, the Korx, the Iconians, and the Thalans. Do I win?

17 Replies 66,880 Views

Not exactly. AFAIK if a ship has 50 beam defenses and 4 armor, it doesn't defend against mass attacks as sqrt(50) + 4 , but separately sqrt(50) until depleted and 4 until depleted. Whoa, hold on a sec. Depletion? That is not how I thought defenses worked. What exactly IS the formula here? Kinda important for my ships...

18 Replies 10,747 Views

4) Continue playing games - but don't talk about it on dates. LOL. I like this one.

293 Replies 250,895 Views

The manual indicates a defense type provides the square root effect toward other attack types. A defense of 4 shields provides 2 against missile or gun attacks. Therefore, a single shield should provide a 1 point defense against any attack type. Likewise for 1 chaff or 1 armor. Likewise, 1 shield and 1 chaff would provide 2 defense against any of the three types of attack. This sounds more efficient than a value of 2 in a single area such as Duranthium armor. In

18 Replies 10,747 Views

Moderate pop planets with max money improvements and high tax rates produce more cash than those same planets with high pop and lots of tiles given over to farms and morale buildings. True, and actually I don't develop the third farm on a planet all the time because I am busy stuffing my planets with special improvements. But also note that population doesn't just have economic value, but also defensive and more importantly influence value.

6 Replies 5,271 Views

to answer how to develop planets, there are a few ways, but this is usually how i do it, and it works very well for me (btw, my standard game is gigantic galaxy, 9 other civs, difficulty tough, stars occasional, planets occasional, habitables common, tech rate normal) all planets get 1 factory, then for the additional tiles: PQ is below 5 : research planet, all research centers PQ 5-10 : economy planet, ratio of 1 farm/1 entertainment/1 bank, use cultural centers or sp

6 Replies 5,271 Views
Reply to Taking Requests in Modding

Well, due to some unfortunate computer issues at home, I haven't been unable to download your stuff as of yet, but I'm working on it. Anyways, here's an idea (you may already have this though; again I haven't seen your work yet). A race of completely virtual beings, computer programs who exist only in their computer banks. While they don't have any bodies to speak of, they recognize the other races' need to communicate and interact with something they can perceive visually, so to this

102 Replies 48,532 Views

What I found was a 3-book package called "The Ender Saga" - "Ender's Game" + "Ender's Shadow" + "Shadow of the Hegemon" I think I may have mislead you in my previous post. There is Ender's Game, and 7 sequels, totalling 8 books. Ender Series: Ender's Game - Speaker for the Dead - Xenocide - Children of the Mind "Bean" Series: Ender's Shadow - Shadow of the Hegemon - Shadow Puppets - Shadow of the Giant The proper

84 Replies 87,280 Views

what i do is mostly along the lines of what Iztok said. My standard race has econ, morale, and diplomacy; populist party (morale and diplomacy bonuses); and my starting techs are planetary improvements, stellar cartography, and whatever is beneath those. a slightly alternative strategy to customizing your race, swap a little morale or econ bonus for some influence bonus, and change your party from populist to pacifist (influence and social production bonuses); your loss in economy wil

19 Replies 12,009 Views