And no UP event either, I assume. Well, that's another theory out of the window, in that case, I have no idea. ;)
HighWater
Only got to 28k so far, but it's been a while since I tried, perhaps I should give it another go...
Actually, would you happen to be the Korx? The Korx can build a structure to have "undestructable" trade routes (persistent). (Freighter can be destroyed basically without limit, it will come back without needing to build a new one.) If I recally correctly, that value didn't show in my race stats till áfter I built it...
I'm happy with the nerfing of the MCC, as a mostly Neutral player, I only occasionally used it, but found it waaaay too easy when I did. Besides, I like the other effect much better, as a riot starter on world that are getting alienated from their own culture. Just adds more spice to the mix really... I've played two games with ToA now, one with the Korx (huge/abundant/tough) and one with the Thalan (medium/abundant/obscene). First game with the Korx was just to try things out, so I tho
If you're playing "Challenging" I am not surprised that eventually you will get bored. I rarely build economy starbases, simply because I can't afford to pour all that money into something that's just going to cost me more money (and is often an unneeded boost). The only starbases I build are the ones on resources, very véry occasionnally I'll build a few econ starbases to boost construction around a few planets that got very lucrative events upon colonisation, but more often than not, I bui
You don't need to be at war to be surrendered to. Basically they submit themselves to you in a final attempt to keep their planets out of the hands of the enemy. Sometimes though, they will surrender to the attacking party and just give up.
Playing them works okay. They have a good eco, despite trade being pretty much useless at the moment, even with the Korx who are simply the best at it. When playing the Korx, I use Xeno Ethics to make them Neutral, evades the whole limiting evil races trade trouble. The debate about whether they should be evil or neutral. I always argued for Neutral but it isn't going to change anyway. ;) With trade so poor as it is right now though, the Korx as AI opponent just can't exploit it's r
My large hull + Warpbubble3 and defense coordinator, a single nightmare torpedo and tons of missile defense, functions perfectly when it comes to speeding up my small hulls and soaking up damage...
Looking forward to it aswell. Been a while since I played a ZYW... Let alone one with a backstory. :P
They took over all your planets? That's just bad luck, load up an autosave if you want to continue, you can also use this option to negate any unwanted event...
Still saying that the Terran ToA warp bubble can do wonders for "carrying a fighter fleet", of course it's not a carrier, but it's the closest thing to something similar. It requires no modding either...
In ToA the Terrans have Warp Bubbles, that increase the total speed of the fleet, when put on a ship that is in that fleet. So you could make a huge-hulled ship and add a Warp Bubble, so that it can speed up slow fighters. "Carry" if you will.
I've barely managed to squeeze just over 1k bc/turn out of my trade routes as the Korx, in ToA huge map. That's including the Neutral Trade research, which btw only gives 1 extra trade route to the Korx, apparently the amount of trade routes you can have also has a hard cap. Anyhow, this 1k was from all my trade routes combined, each going through at least 4 completely upgraded starbases (including the extra +25% module the Korx get). This 1k was achieved relatively early in the gam
Further addition to the response to point 2: These wormholes also teleport the ship randomly. Meaning that reloading and using the wormhole again will send it somewhere else entirely. Also, only ships with a survey module can enter a wormhole...
Haven't heard of such a problem yet, but it might be possible. It's ToA so perhaps there could be something wrong with it. Still, my bet would be that you clicked New Game, rather than MetaVerse. I hate being halfway into the game and then realising *damn* clicked the wrong button... ;) Again, congrats on the win, this time official. :P
The max speed of 5 per week can easely be caused by another event that does just that (capping speed at 5pc/w). Are you sure you didn't miss it? In that case it wouldn't be a bug, but just a really annoying event. Congrats on the win.
Remember that the Drengin die just as well as the other races. Park a fleet at every starbase they have and blow it up the turn you declare your war. If you can't beat their soldiering, use Mass Drivers or another invasion tactic that will simply scorch their world. If you fail and a few Drengin are left, invade normally and have a completely damaged world. If you succeed, well, you succeeded... I normally have little trouble beating up the Drengin, much of their fleetscore will be
[quote]I could definitely see that working.I have to admit though that usually when I realize an AI vastly overpowers me, I'll just quit the game. That means I totally lost control of the game. If its military vastly overpowers me, then its economy and tech probably does too and I have a slim chance or no chance of fighting back.[/quote] Actually, I'd say this is the main problem. Never say die until you're actually dead. Most of the AI's score is fluff. It is also quite possible to
[quote]I just want the ability to order my forces to withdraw from combat. I'm fine with my ship captains carrying out the battle without me giving any orders but they can't all be suicidal always fighting to the last man.[/quote] Just imagine what would happen to a ship if it gets hit while engaging into hyperdrive, it'd be just as torn apart as when it stayed, except without the option to at least damage the enemy. If they'd try to leave, they'd die anyway...
I've never bothered with the FDC myself, but if I had to guess, I'd say the same as Capn_Danger, foodbuildings normally gived an absolute +x food bonus, so the tiles probably work just like the manufacturing tiles... So the FDC would not get boosted... This is just educated guessing though, I consider that building so terribly useless that I've never even bothered building it, even for fun... Jawohl is indeed german for "Yes". I am Dutch myself, perhaps I overestimated the common kn
[quote]Weird, I have no explanation for that, and I've never encountered it. Sentient species taste better...[/quote] I was very surprised that you challenged me on that subject, that's how "normal" I thought it was... Apparently it's not as "normal" afterall. I'll check if it still happens to me, or if it's been fixed somewhere along the way. (Ship captains, prepare to die!)
Each ship has a build cost, this is the amount of militairy points that needs to be spent on them to finish it. So if you have, for instance, a ship that costs 152, and a planet that has 42 militairy production it'll take 152/42 -> round up = 4 turns to finish the ship. Make sure that the ships are of the same cost, when comparing building speeds. How the actual militairy productionpoints are calculated, can be found elsewhere on this forum... Keep an eye out
Entertainment centers are what you build on morale tiles. (approval = morale) Morale and influence buildings don't work with points, they have a percentage increase over the points the planet themselves have. That means that improvement tiles will actually affect these given percentages. (A political capital built on a morale tile will give a 50*2= 100% morale bonus!) Research and manufacturing tiles only increase points, not percentages, approval and influence til
Very true, I'd edit that oversight if it'd let me...
Oh and forgot: In ToA neutrality also gives you 25% discount on instant purchases (combined with i.e. the Korx' discount of 25%, that's 50% off when making a direct purchase), this is also mentioned in DA in the overview, but it doesn't actually work.