Thanks, W, for some good stuff. But do you have that many choices? In the DA games I play on smaller galaxies, which will be won or lost in relatively fewer turns, and given that offensive units take up two or three times as much hull space as defensive units, I usually end up just giving a ship as many offensive units as will fit on the hull, then fill up the rest of the hull space with defensive units. (This is aside from considerations of speed and range modules, of course.) <b
CalifDude
My understanding from Page 48 of the Manual is that the defense you get against any weapon is the higher of either the defense you have installed for that weapon, or the square root of the highest defense you have installed for any weapon. Examples: Defense 0-16-0 in effect is the same as 4-16-4. Defense 2-16-2 would still give you 4-16-4 because 4, the square root of 16, is higher than 2. Someone please correct me if I have this wrong. Than
Can some of you good players discuss which of the three types of offensive weapons you prefer and why? Are there some advantages or disadvantages that show up as you move up the tech tree on one line or the other? (A poll on this subject would be interesting...or is there a nearly unanimous answer I don't know about?) I've seen references to psionic beams as if this was the ultimate offensive weapon...but don't see this on the DA tech tree; are psionic beams available in DA, possibly
Some very good discussion here, thanks to all. Re transporting additional troops to beef up the population of a newly captured colony, do you really gain anything by that? Aren't the troops you loaded onto the transport subtracted from the population and tax base of the colony from where the tranport was launched, so that the tax you gain at the new colony is offset by taxes reduced at the old one? Maybe I can answer my own question...at the new colony you usually have more than 75% a
Sorry. I have read every word of the MVL rule thread through about a dozen or so posts, and got a little lost in all the discussion about non-submissions so thought it would do no harm to ask what the final rule is.
Interesting, thanks.
Early in a game today I successfully invaded a Class 15 planet of a Minor Race. It had a good assortment of factories and labs and 2 market centers, but with the population killed off in the invasion, the economics were Income 5 Spending 46 Maintenance 7. I could not afford the negative 42 effect on my economy, and to get back to even I had to move my spending slide bar wayyyyyyyyyyy down. Having made a save just before the invasion, I decided to experiment with demolishing the factories and
Like to ask another question...how does the team average scoring work in case a player does not submit a game? Do you divide by the number of games actually submitted, or do you divide by a specified number representing a full squad? Just curious, thanks.
Not to push my suggestion, but to be sure it is understood, what I had in mind waas not to have separate diviions, which I understand we don't have enough players for, but to do something like these: Keep the exact same scoring system you have in place now. Award one additional point each for: Two Highest individual DL scores. Two Highest individual DA scores Another variation might be: Keep the exact same scoring system you have now. Awar
I didn't vote and will not vote on anything until I feel I have a better grasp of the kind of game played in MVL, but I have a suggestion based on my general view of MVL. To help minimize the differences in scoring inherent in the two chapters, would you consider giving some additional bonus points for highest score or scores or best speed, either team average or individual scores, in DL games and the same for DA games? We apparently don't have enough players to have separa
I believe that you also must have a "close" relationship in addition to both having the alliance tech. Also if your AI doesn't have Alliance, you can donate it to them.
Good shot, DA!.
Ok, so your are limited to two outgoing treaties...that's the answer to the mystery. Thanks so much.
I really don't understand the DA process for negotiating treaties with the AI's. When I open the Relations screen and click on an AI, sometimes my screen shows Research Treaty or Economic Treaty, one or the other, sometimes both, sometimes on my side, sometimes on the AI side, with no apparent rhyme or reason. I've checked to see if my relations with a given AI have anything to do with it and found that it seems to be just as random even if I have a warm or close relationship with the AI, or e
Very interesing and informative discussion...thanks to all.
This question may have already been asked and answered, if so my apologies. A question for mathematicians who know something about the guts of the DA program. When I move the slide bars that allocate my total spending between military, social and research production to change the proportions of money spent on the respective areas, the net income or overspending also changes, meaning that I have also changed the total amount being spent. Mathematically, this is not logical. T
Yes, the same thing happened to me in one of my earliest games. My treasury dropped from a decent amount to less than 1,000 in one turn. I thought maybe the game had penalized me for something. A few games later, after I notice the dropped digit, I realized that what probably happened was that I paid 10 times as much as I intended to for a tech that I bought.
Wonderful info and advice, M. Thanks as always.
In his seminal theses in 2007 on how to win GC games, Wynstar taught us that the key is to take a fast track to Planetary Invasion, implying that there will be blood relatively early in the game. In this thread, M teaches that the key is to take a fast track to SCC, meanwhile avoiding war with smoke and mirrors, trickery and deceit, implying that there will be no blood until much later in the game. Fascinating stuff. I have two more questions about scoring that may b
Thanks, DethAdder
Two newby questions about DA: Does DA have Spin Control Centers? If so, what tech do you research to allow them? In a battle does DA give a 25% bonus to ships in orbit around a planet, either to their offense, or defense, or hit points, or all three? Thanks for your replies.
M, I appreciate very much the time and thought you put into replies to questions in the forums. I print out what you have to say and refresh my memory the same as I do with the manual. That said, my questions were asked in the context of comparison to what the AI did in the game, your reply was given in the context of how to run up a game score of 10,000, or 20.000 or 40,000 points. I didn't build 2,000 ships and 24 starbases, but neither did the AI. My military crushed thei
It's a wonder that I like DA as much as I do when the scoring is so much of a mystery. Two of the factors are Military and Technology. I've consistently built the most ships, killed the most enemy ships, and lost the fewest ships, yet my scores for Military have consistently been among the lowest. I've leaned toward a lot of research in my games and consistently researched more techs by far than the AI, yet my Technology scores have consistently been among the lowest. Explanation, anyone?
Thanks, M. I prefer to not vote on anything for the time being. You all have a good game going here and I don't know enough to vote intelligently. Maybe after a few rounds. If I have a problem with any of the game specs, I'll just deal with it.
Interesting discussion, thanks to all.