[quote who="Bentley241" reply="68" id="2655842"] Use the longest lease possible. (the game will be over long before you pay it back.)[/quote] What a concept! And our government does it all the time! Take the goodies now and let the next generation worry about the debt! I'll have to look at this closer. If your expenditure is less than 250 BC (about) the shortest lease is less than an outright purchase. A Recruiting Center costs 204 now or 136 + 7X8 or 192
wesirby4
Sorry, I somehow double posted.
Quoting Bently, reply 68 [quote] On a side note, Fleet Tactics. You can include ships without weapons in a fleet, they will not be targeted as long as the other ships survive. They can have fleet modules such as Tulon or Zalon defense (and bubbles and sensors). They acquire experience and hit points, and can later be upgraded to formidable ships. Use the longest lease possible. (the game will be over long before you pay it back.) Edit - I am not too excited about Fleet warp
Thank you for your help. I was able to follow your instructions fairly easily even though I rarely use the editors that come with my games. Trouble is, I loaded a saved game from one turn before I eliminated the Dreadlords and repeated the final battle. No love. Still didn't win. I assume the win condition was set for my scenario when I started 9 days ago and in order to use the new settings I need to start over. I probably won't do that, to much time involved. I gue
I've had the Fleet Warp Bubble every time I played the Terrans. It becomes available once you research New Propulsion Techniques. It's purple. There are three levels that add 1, 2 and 3 speed. It's a ship module, but you only need one per fleet. In the past I've had "special" ships to carry items that affect all the ships in the fleet. Sometimes you can't put certain combinations of modules on one ship design. Ideally, I would have a command ship for each fleet and have the
Well, I'm up to June 2332, that would be 5 1/2 years game time! I've managed to keep my original team alive, recruit two new allies, the Krox and the Drath and eliminate the Yor and the Dregin. So now, the Dread Lords are the only enemy, and I don't have a good plan to eliminate five or six strong ships defending a planet! The DL took two additional planets from the computer civs before I had enough transport hunters. Others have suggested that cargo hulls loaded with sensors and
No joy. This feels too much like work. I set the difficulty to crippling so my allies would be stronger. I used a two step rush to crank out cheap colony ships and was able to grab 6 additional planets near the right edge of the map. My allies have been helpful with technology but worthless in battle. My plan was/is: Fend off the transports with tiny fighters. Avoid battles until I could build fleets of 8 tiny fighters. Out build the DL and gradual
I spent nearly three years hunkering down and developing. I made as many tiny beamers as I could and grouped them eventualy in fleets of 8 ships, 16 logistics. I intercepted the DL transports and killed the escorts and fighters that came out to fight. Several times I thought my protecting group was cut too small but I was always able to rebuild before the DL attacked again. I built a military starbase 8 spaces from Teth. I assembled my ships between the mil starbase and Teth. I statio
Still struggling! I guess from the Maiden666 response I'm trying to move too fast. Before I got that message I went back and tried to go faster. I set the difficulty up to crippling to help my allies. I used a two step rush to build all my early ships (buyan empty hull and then upgrade it). I beelined colony ships to the two planets closest to Teth. Since in my first game the DLs only defended Teth with a beatable looking ship (Sarak 2/0/0 0/0/0) for a long time my plan was: Take
I feel a little silly responding to a 4 year old post, but I'm having problems with the same scenario. Problem number one, the DL are just too strong. I had 6 of the 13 planets on the map (Terran 6, Altarian 4, Arceanian 1, Torian 1, DL 1). A DL Transport with 10M took one of my planets that had a population of 500M, with no casualties. I sent a small fighter with better numbers than the Snark against the DL home planet with no success. In Siege I had the faster ships and led the
Extra Survey Ships I've never seen the AI build extra Survey Ships. In a sandbox game anomalies generate randomly through the course of the game, in the DL campaign, anomalies are plentiful and none of the other civs seem to have any survey ships. Once you have the sensors tech, build several cheap survey ships and put them on automatic. it will pay big dividends. You can even give them a simple weapon to take out undefended targets as the opportunity presents itself.
The empty cargo hull To save money while accelerating your start, try this. Design a ship that is nothing but an empty cargo hull. Buy one of these on each of the first several turns. Then design a bare colony ship, just a hull and a colony module, sometimes a couple of support modules may be necessary to reach distant planets. On turn two, upgrade the empty hull. On turn three, pick up some colonists and head for a nearby star system. Depending on how many ships you
Is there a way to call up a list of all planets with a certain improvement? For example, The Recruiting Center is quite useful while building a planet's population but not the best use of a tile once the population is maxed out. I would like to have a command to call up a list of all planets with Recruiting Centers (I'm playing in an immense galaxy with over 50 colonies in my empire). The best I've been able to do is rename all planets to start with "R " when I build a Recruit
What do "R", auto retreat, and "K", auto attack, do?
Did you know, if you release your num lock, you can move your ships with the number pad?
I continue to lose the occasional space miner even though I might see the enemy ship/fleet coming in time to get away. I have not been able to figure out how to order a miner to stop mining and run.
Building up colonies Once I can build a Recruiting Center, I buy one when starting a new colony. Once the population maxes out, you can upgrade it to something more useful. If you can, loan or import extra citizens to get the population growing. If you can leave 2000 troops on a newly conquered planet for a few turns it will add significantly to the population remaining when the troops pull out. You will probably want to "focus" on social production for a good while wi
Trading Techs in an organized way. Offer something outlandish that you really don't intend to trade, all your money, if it is considerable, will usually do it. Now ask for each of the other race's techs, one at a time. Anything that comes up green can be bargained for at a more reasonable price. Once you make a trade, don't leave that dialogue screen until you have completed all the transactions you intend to make or you will have to wait several turns before you can talk to that race
Tiny ships with 60 HP are easily possible. In my current game I have a fleet posted near a pair of enemy planets. Every time a new ship is built, I kill it off with my fleet. The ships in the attacking fleet gain experience and HP rapidly. When you upgrade the design, you'll want to upgrade your most experienced ships, they will keep most if not all their HP.
For a fast repair, upgrade your ship to an identical design saved under a different name. It's fairly cheap and sure beats losing the ship or waiting forever for it to be repaired. For example, assume I have a ship I designed named Javilin v3 that is down to one 1/20 HP. You can go to the ship designer, upgrade your existing design and without changing it and save it as Javilin v31. Now upgrade your ship from the original design to the new identical design and you will repair al