I disagree that starbases are unimportant in the end game. True they are vulnerable and must be protected, but they can still be extremely valuable. For, example, each influence starbase generates 1 bc per turn in trade when fully developed. The ROI is virtually non-existent since that permanent 1 bc costs massive bc's to establish and could be improved. The capture of an enemy world is hard to measure. I haven't found a limit on star bases yet, (though I think it might be 24 in DL???) ... that
slabster
Just to clarify the Yor was a tiny hull against 11 pirates with 11-20 points of offensive missle attack, the 66 ship pirate fleet, I was the Terran with a blackhole missle that did 25 points of damage per shot, on a huge hull with lots of hyper-engine. Hope that helps.
Hi! I'm a new player to, but I've learned how to defeat the pirates. The biggest pirate fleet I encountered so far was 66 ships with thousands of points in attack and defense. To defeat them used a ship to spy on them outside there detection range of 15 so I could figure out the largest attack and defense of their individual ships. Mind you I'm playing DL not DA, so I'm not sure how this applies. But, anyway,I designed a ship with a base defense greater than or equal to their largest attacking s
I have serious problems winning above cakewalk. I've been playing for about 2 months now, reading posts in this forum and learning as much as possible. I've already mastered combat and ship design - in my own opion yikes!!! - and have never been defeated militarily even on suicidal. My largest fleet is around 3 ships and I usually have 1 or 2 defenders on each world. The largest battle I've had was against a fleet of 66 pirates having several thousand defense and offense points, which I destroye
Does anybody know if there is a way to make constructors that add multiple modules to the Star Base? I've tried designing ships with 2 constructor modules but they still only add 1 module in DL...
star bases should have shipyards that require less cost to use than planets for building fleets - that should be the norm - and only one type with modules for expanded capability. I want to be able to design my star base like we do ships with manufacturing, economic, or technological support modules, or weapons and defense just like ships in the shipyard. then i could send contructors to build my design at its location.
I would like to see more support modules - like an espionage module that could be added to a constructor class vessel that goes to an enemy planet and has a chance to destroy 1 random improvement. or a fighter bay (size 20)that contains 4 drone ships that have 1 hit point and do 1 damage point that can be added to ship designs and which deploy in fleet combat as extra ships. how about facility minaturization where functions are combined, or allowing civs to use research points after the tech tre
carriers really aren't much but a fighter bay support module that holds 4 little ships each with 1 hit point doing 1 point of damage is useful. it could add 4 little ships with no hyperdrive capabilities or armor, or shields, or defense period. very expendable at a size cost of 20 units. Think there meaningless? what if you had a fleet with 28 of them each doing 1 point plus bonuses and having 1 hitpoint plus bonuses. They would certainly change the price of poker, so everybody would have to hav
Wow, these posts are way too serious for me. I figure OB can be done by the transport during invasion to try and eliminate planetary defense improvements. the dev's could add another cheesy picture before the ground assualt of missles raining down or some such graphic and if your successful, the ground defense is a smoking ruin.
At the expense of sounding "Star Fleet Battles" fighters could be managed via fighter bays - which hold a fixed number of non-hyperspace capable fighters each with 1 hit point and doing 1 point of damage (either mass driver, beam, or missle). A typical wing is 3 to 4 fighters. They could be a support module i.e. mass driver, beam, or missle bay which could be added to your ship to increase your fire power. That means that 7 huge hulls could support 7 bays with 4 fighters each totaling 28 bonus a
If you have a world you intend to use for money its still a god idea to build a starport initially if you have trade researched so that you can build a freighter. Trade on planets with stock exchanges produces even more money. Also, you just decommission the star port when you don't need it any more and build a stock exchange or such. After I finish building on my planets I like to decommsion the factories too, so I can build more stock exchanges.
I've tried a couple games to look at morale and this whole issue. I observed that as long as you stay out of the red zone your good (except for elections). Whenever you go red for more than 1 turn your population starts to fall, so if you can stay yellow without morale buildings you shouldn't need them - except for score.
I would like to see AI that could observe the human player and learn from him as well as teach itself.
I have to correct myself from the strategy guide: Here's how things work on planets: Your population will not go higher than the food production. If your food production is 10 mt/wk then 10 billion people is where your population will cap off at. Your tax income comes from people. The more you have, the more you get. Population increases based on your population growth ability and your planetary approval. TIP: Don't just build farms for the sake of building farms. Only build
I have found in my games that a morale rating listed as a red field in the civilization manager makes less money and military and economic projects take extra time ... thats being a good ethical alignment, a republic,democracy, or star federation, and that when I played an evil civilization it seemed to have less effect. But I don't know an exact way to measure this in game. Even looking at what was already posted I cannot say for sure. I would need to have identical worlds with identical impro
If you think morale buildings are useless, try being a republic,democracy,or star federation with 40% approval. I think you'll get the picture ...
I have experienced this situation as well, but I was able to correct my economy. My planet had a base industry of 243 MP and was located at the edge of the sector. I built 4 econ SB's in the sector and 4 more adjacent within the planets area of influence. My POP was around 24B and the citizens were still using too many resources, so I had to establish 2 trade routes to correct the situation. After that I got around 790 to 800 MP's with my military focused, which I used to build large hull ships
One more thought... in games where technological victories are disabled how about using tps for researching +1 economy, or +1 influence, or some such thing after the tech tree is exhausted? Also another option is to convert unused mps or eps or tps into money.
Tactical combat should involve fleet formations, which concentrate firepower and are counter by other formations like a Rock-Paper-Scissors effect. The ships should have firing arcs for each weapon as this establishes formation tactics as well as detection and ECM/ECCM measures to prevent or facilitate engagement of the enemy. First detection is crucial in actual combat since first strikes are 96% lethal. Each ship should have a detection range in combat for weapons which can be degraded by enem
I prefer facilities located on zero quality planets that would produce substantive amounts of tps or mps or eps... i.e. mining facilities ... military facilities ...research facilities, anything to prevent wasting uncolonizable planets. The tech tree should be modified to allow research which can only be conducted at specific facilities i.e. each research facility should be able to designate an individual technologies as an option to globally setting research goals and multiple facilities should
One further comment. I have have very good success with a tiny hull 1 point laser damage, 2 MK6 Hyper Warp engines, and 2 ultimate invulnerability, 2 aeron missle defense, 2 zero-point armor. I owned 2 military resources fully developed, and my race was the one with 25% minaturization (can't remeber the name). My society was neutral, my government was a star federation, and my political party was the war party. I had all my bonuses in ships weapons and defense. I discovered that even at
Try being a non-terran race, some have bonuses in minaturization, and learn how to set your industry ratings for optimal performance. I like having my industry run at 100 percent, for example, with 80 percent into tech research and ten percent into military and social but it usually requires constant tweaking. Also watch out for trade research - it triggers pirates if you have your events enable. Also experiement with different choices for your civilization bonuses, government, and ethical stand
I think starbases lack 2 important attributes that are really needed in the game: 1) they should be able to support planetary systems and improvements within their sphere of influence - economic benefits should apply to income generated by their associated planets. There is no need for different types of starbases, there should only be one type with economic, military and influence modules added via tech upgrade. 2) they should house fleets as planets do now - planets shouldn't
How can I get my logistics high enough to go toe-to-toe with pirates? I researched the whole tech tree and still couldn't stack that many ships!
Does the attack/defense adjustment from military starbases affect planets as well?