AZengus

AZengus

Joined Member # 2414766
0 Posts 0 Replies 111 Reputation

So I bought FE:LE and I've been playing it for a week. I'm finding it to be a lot of fun (especially with all the choices you can make customizing faction/hero/units). I had read on another thread that factions played by the AI will try to incorporate custom player units into their production; this got me all giddy... and then I spent a few hours trying to optimize unit designs for all the default factions (for now). This got me to thinking, however - I've n

0 Replies 4,074 Views

Am I the only one that's finding it bugged right now? It's actually granting a 20% bonus to research in my game. Does not grant the Knowledge Tech. EDIT: Correction, my fault. I was tweaking my Faction through a text editor (much faster than remaking the whole thing to change one thing) and inadvertently typed in "Scholar" instead of "ScholarsTech", which told the game to use the old version of the trait instead.

4 Replies 8,502 Views

I guess that would be correct, I don't really know, I haven't checked. However, I know for sure that most component size increases in scale with each hull of increased size. For example, Basic Life Support is 2 pts for a Tiny Hull, but a Cargo Hull needs 5 pts for the same exact thing.

11 Replies 14,219 Views

About the Minor Races... it might be bad for them to get competitive and expand. Most of them have some extreme ability bonuses. For example, the Akilians have a Base +70 Military Production Bonus, in addition to +25% in Influence, Research, Trade, Hitpoints, and a +50% in Diplomacy, amongst other minor bonuses.

19 Replies 14,802 Views

They're supposed to have a 100% Loyalty Bonus. Does that mean that, even with a 100% tax rate with 1% approval, none of your Yor worlds will ever defect or splinter off to form it's own civ?

3 Replies 6,298 Views

Try having the military starbase near your world. Then you could build a fast intercept fleet. With a ton of engines, and maybe like +1 attack on each weapon type and defense type, they can gain all the bonuses from a maxed out starbase, and are mobile enough to reach anybody who tries to sneak by.Make sure you make them the smallest hull possible so you can fit many into one fleet. ANd, ships like these should be, hopefully cheap and fast to produce. The idea just popped into my head though, I

25 Replies 25,394 Views

I think that giving each planet their own spending and production sliders can allieviate the waste of production or spending to a certain extent. Or maybe it'll fix up the whole thing. It is rather irritating when my homeworld needs to produces Colony Ships and Miltary Production, but my current new colonies need Social Production in order to actually be useful some time in the near-future (not near-never) If that's a little too much micromanagement when you get to 30+ colonies, provide a unive

115 Replies 60,762 Views

I'm just curious, but do the Drengin ever ally with somebody? I'm pretty sure Good Civs ally often with others of their ethical alignment, but I don't know about the Drengin, or some other baddies. About allies... there's a reason why there's an alliance option. It's there cause it's there. Well, I think being allied with others allows you greater flexibility when negotiating with them for techs or money, etc.

19 Replies 14,091 Views

I've had points added to Social and Military Production, as well as Diplomacy. Sooner or later they max out and restart at the base point. I don't really know what's the cap for Logistics, though. I stopped at +70.

6 Replies 3,875 Views

I was wondering what affects max pop. on a planet. I know the amount of food generated affects population, but does planet quality have an effect? I've been looking at some forum posts and some people are saying that some of their planet pops cap out sooner than they should have, below the actual amount of food that gets generated at the planet.

4 Replies 7,465 Views