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
AZengus
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.
Hm, that's interesting, the Custom Races part. Every default race has a special AI algorithm, but what can you do with a Custom Race AI?
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.
I believe that as long as the route is within the economic starbase's sphere of influence, it increases the trade income from that route no matter even if the freighter is on the other side of the galaxy or right next to the starbase.
The ship has no weapons. It was deemed not a threat then, so therefore they don't target it.
I believe the manual specifically states the direct purchase prices of ships are lowered. Direct purchase is when you "Buy" the ship, not "Build" it. Did you make sure to check that?
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.
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?
I'd rather it not be turned off. I think there should be an extra command that tells the ship to "standby".
Try researching some hulls, if you want something bigger later on. Also, some techs when researched together yield some ship designs. Look in the Research screen.
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
Never mind. I figured it out.
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
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.
Hm. How fast and how much does the racial bonus Green Thumb and Magical scale up your Planet Quality? How about events that do the same thing? I've recently gotten an event that gave me +10% Planet Quality on a PQ 5 World.
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.
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.