Federalists, Technologists and Universalists all look decent for this. Federalists is obvious. Technologists gives you an extra boost to your already-big research abilities. Universalists gives you a 5% Econ bonus, 10% PopGrowth, 10% Defense and 25% Luck.
PeskyFly
Ahh.. I see. I didn't know what a 'Starship bonus' was until now either. The pirate-technology ethical event just makes Good look even more idiotic. So a planet with a 60% Starship bonus and a Precursor Mine is a sure place to drop your Hyperion Shipyard if/when you build one. When you buy a ship from another race and the ship's 'Home' is assigned to a planet with a Starship bonus, does that ship immediately receive that bonus as well, despite not being built there? [quote]Ques
Great. Now can you fix the ship-upgrade crash bug, the disappearing ship designs, and the automatic lease payoffs(when choosing ethical alignment)?
I've had this exact same problem. In my current DA 1.8 game, I had to upgrade an old armored plasma-armed frigate, 'Duranthiak 258' to a new design using Barriers and Psyonic Beam to fight the Arceans. But every time I click on the Upgrade button, the game crashes. It only happens when trying to upgrade Duranthiak 258. As a result, I had to waste seven turns building a new warship while the Arceans, joined by the Korx, destroyed my Mining Starbases and laid down their own. Duranthiak 258 had bee
Tiny-hulled Freighters are kind of hilarious. When they establish a trade route, their mini freighter version is almost invisible on the galaxy map - and they have a crew of 2 people! So maybe one pilot and one salesperson - and they manage to bring in billions of credits worth of profit.
No it's not necessary to research Shock Troops so soon. My signature moves for Planetary Invasions are Farm Agent + Core Detonation(for high-pop planets) OR Mass Driver + Core Detonation wave-combo(for very strong opponents) OR Information Warfare(if target's approval is <65%). Otherwise, Spore rocks, but it's been nerfed in the latest release. You need to research Advanced Toxic Atmosphere Reductor to run your planets at full capability, and Spore Weapons itself is now more expensive than Plan
You do have automatic moon-based resources. They result in a 10% Production increase to the planet they orbit. There are ring resources as well - ringed planets supposedly get a 10% Research bonus, but I've heard that they don't work.
I began the game on Tough with Gifted(i.e. Painful) Iconians to help them survive. Wow, 1.8 is much tougher than my old 1.5(Yes, I never used 1.6 at all). I used to get good deals in tech trades - now I get effing lousy deals where I have a diplomacy 'advantage' and still have to give up everything for 1-2 techs. And 'Annihilator has been nerfed! In my Altarian Resurgance game(my first game, a few weeks ago), I had started out with Toxic Atmosphere Reductor and Advanced Toxic Atmosphere Reductor
Do YOU have Heavy Gravity Colonization yourself? If yes, then it won't show up in their Tech list in the diplomacy screen because you can't buy it(you would already have the tech). To check, click on Viewscreen and choose Tech Report to see if they have it and aren't selling it to you.
If you zoom in REALLY close to Earth, you'll see clouds randomly moving about the atmosphere as the planet spins. If you zoom in REALLY close to an asteroid mine which is being built/upgraded, then you can see a tiny space miner hovering up and down above the largest asteroid and building on it while the smaller asteroids move around a bit as well. The stars actually light up the map and create shadows on ships, starbases and planets. All planets & stars actually spin and moons actually orbit. S
Two days ago I completed my best game yet - Krynn with 3 Intelligent AIs(2 custom races and Arceans), 6 Bright AIs, 8 Minor Races in a Rare Stars, Rare Planets, Abundant Asteroids Huge Galaxy with Mega Events, Tech Trade and Super Abilities turned on. The game lasted 7 years and I eventually won a Technology Victory(my first TechVictory) to break the 5-digit barrier for the first time and score 10050 points. I conquered the Torians, Yor, Korath, LentzLandians, Drengin, Nuts(custom), Akilians in
So it only affects one planet, then, not all of the planets? Yes, it's a Super Project. You can only build it once, so it only affects one planet. The only Super Projects that affect your entire empire are the Hyperion Shrinker and Hyperion Logistics System. However, all Trade Goods and most Galactic Achievements affect your entire empire.
I'm 'this' close to finishing a game in 1.5. I'm unsure if I really wanna go up to 1.6.... do I?? What are the main differences? (I'm about to go look that up actually) I don't really understand the 'problem' caused by the 1.5 "weapon bug"...... In other news: the current game I'm on has gone splendidy well.. it was an uphill struggle with the Drath the entire game (they're the only AI I put on intelligent level)... the
Yeah, I think that's a design flaw in this game. The 3 ethical alignments should have all had their strengths and weaknesses - instead, Evil has only strengths, Neutral is... okay, and being Good is punished. Evil gets the Mind Control Center - a 100% Economic boost, and the Artificial Slave Center - a 50% galaxy-wide Manufacturing boost. Neutral gets a 10% Approval boost, instant terraforming, and as many Neutrality Learning Centers as they want. But Good gets... a ra
heh I thought it was sorta linked to the fact that people usually associate the word "Hyper" to something super-fast... A super-fast Orbital Fleet Defense building? A super-fast Logistics System? A super-fast... ship-component shrinking-thing? Hyperdrive, HyperWarp, and Hyper Computers, however, do make sense.
Far enough along in the tech tree (Think Beyond Mortality), you could research 'Artifical Wormholes' (i.e., stable ones- ST again...), and actually build a 'Wormhole Generator' facility and target a position on the other side of the map and create a conduit so your ships can quickly travel through. It would be expensive and time-consuming, but worth it. (You should also be able to close the wormhole if you have to). While it might shake up the game, anyone who goes tha
It's understandable how this connection can be missed. Huh? I view Aereon Missile Defense as that big, juicy tech at the top of the PD tech branch, which gives you 3 rewards, all with catchy non-Hyperion names(Aereon Missile Defense, Electro-Magnetic Surge, and Hyper Computers). So it's kind of easy to remember that way. But seriously, why are there so many things named 'Hyperion'? Hyperion Fleet Defense, Hyperion Shrinker, Hyperion Log
AFAIK Luck ability affects only weapons' rolls, not defense rolls. That's a surprise. Luck SHOULD help defenses as well. Anyway, that means despite 50% Luck, my defense could still have rolled 0 or 1. That kind of sucks. The Nuts game is over now with Influence Victory. Another 'impossible hit' occurred against a Torian Defender. It reduced one of my ships' HP from 28 to 26. That ship then spent 2 turns in orbit around around the newly captured
8M Attack, 6A Defense, and 64HP This is a battleship? Never seen a large hull with such low attack & defense ratings, not even the core 'BattleShip' that you start with in some campaign missions. But then, that's because I don't progress up to Large Hulls for quite a while - I've so far used high-tech Mediums with Micro Repair Bots and Hyperion Shrinkers, and these get up to Level 4 or Level 5, with Photon/Antimatter Torpedoes, top-level or penultimate-g
A 7-doom-ray ship(154atk) would be an 8-blackhole-eruptor(200atk) ship if your willing to put in the(ton of) extra research that missiles take. Anyway, back on topic... "2. GalCiv2 has a certain level of abstraction, among which is also the abstraction that the space and money a weapon system requires also includes the power source for it." Yes. The technology description for HyperWarp 2 says that it takes considerably less energy to make ships move as fast as the original Hype
If you're a Yor, I suppose you're Evil. Research beam weapons and get the exaggerated Psionic Beam. This 12-damage beam should be good to burn through the Ranger's armor. If you're Good, get Arnorian Battle Armor to block the Ranger's Mass Drivers. What weapons and defense equipment are you using anyway? It is possible that the Krynn have Luck bonuses. That means that their weapons and defenses roll higher - from the amount of luck they have up to 100%. Thus your ships may be rolling we
Missile weapons above Antimatter Torpedo leave no remains of their target, so an anomaly appearing out of it would be kind of weird. But otherwise, it would be kind of nice if 'Starship Graveyard' anomalies appear where a ship/fleet has been destroyed. But the anomaly 'reward' would have to be limited: destroyed ships wuld only give you a hitpoints, experience, or lethality bonus to the ship that surveys it. Destruction of minifreighters on trade routes, however, could yield cash anomalies. Tech
Hi! How effective is the Most Defense strategy? In early to mid game it's simply a killer strategy. What I need for it to start working is: - medium hull, - 10-15 spaces for weapon(s) - any type my opponent doesn't use defenses for. Attack strenght 2-4. - 10-15 spaces for engines (Ion or Impulse III). If small uni or lack of space on ship, then even none, - in remaining space I fill the prope
Yes. The Wiki. The only missing module is the Warp Field Disruptor(Enemy Ship Speed -2) which becomes available by researching Warp Drive.
Though planetary tiles are premium real estate. With the coming additions of fleet-wide bonuses via new ship modules, i think it's an interesting point to reevaluate the way ships in orbit behave. complaints abound the Orbital Fleet Manager, but without re-hashing old suggestions (some of which were indeed good), one thing that's always bugged me is that ships in orbit lose their sensors on main map.