Does the warp-bubble ship have at least one weapon in addition to the defenses? I've never had the tactical screen target anything other than the warp-bubble baitship as long as it was armed; but one time I forgot and left off the laser and then my fleet got wiped.
SCampb29
I like buying out miners. It means I get production bonuses, and it deprives the AIs of those same bonuses; seems like a win-win that's worth some cash to gain a fairly meaningful long-term benefit . I just sail 'em back to my own space before turning 'em loose.
So, I'm playing my first all-factories game, on Painful with the Krynn. Actually, I'm only sort of playing all factories. In my last few games I've played a sort of bastard all-facs, where I only build factories except on the bonus squares, and also keep the sliders at, like, 60% research, which is, I believe, completely goofy from an all-facs-strategy perspective, which relies on the efficiency of production keeping the ol' sliders heavy on soci
It's still on Tough. The Krynn are on the ropes; it's a gigantic map so it just takes forever, but I'm eating them up steadily; they just couldn't compete militarily with my large ships with strong missile defenses. The Thalan have a great endgame with those factory matrices and everyone else's industry techs to max out resource mines.
So, a cheap lunch!
So, I assume the answer is 'no', but thought I'd ask. There are tons of ways to bump production; asteroid mines and economic starbases come to mind. But, I assume you have to pay for that production -- right? All the shields from whatever source drop into the pot, bcs get deducted, and stuff gets made? Just askin'
Thanks! My retry with the Thalans is turing out very exciting; it's down to me vs the Krynn, with the Korx left with 10% of the map or so. The Krynn have 60%, roughly, so it's going to be a good endgame, though they're on the wrong end of the attack/defense tactical missles/drivers/beams game, so I think I'm going to put 'em down.
TOA -- sorry, I forgot to specify. Weirdo tech tree and all.
So, I was just mopping the floor with the AIs on Challenging; both as Drath and Terrans; and it's time to move to Tough games. And, impressed by the Big Pink Blob of Death in previous outings, I decided to play Thalan. It's not going well; my first try I was a bit stuck in a corner and the Terrans went wild and by the time I really got going they owned half the map, rather more because than in spite of my attempts to embroil them in conflicts. I'm on the
I'll have to check on the 'team' setting. I've had an alliance early in the game every time I've played so far, one I didn't seek, once with the bloody Dreghin. Go figure.
Do you start the game off with one alliance? I seem to have, or acquired it early anyhow, in recent games.
I've been playing for a month off-and-on, and I'm getting a handle on economic theory, military affairs, and even diplomacy, though I don't know where some of those alliances have come from. What I don't have a handle on at all is the turn / movement system. Who moves first in a turn? How do you know another week is about to begin -- it's the greenlit turn button, right? But how can I track whether I've moved everything? I'm sure I'
I'm interested in feedback on a trick I've been trying; only on my third game, up to challenging difficulty. I try to lead the AIs into specific weapons lines. If someone develops Laser early -- it's usually lasers -- I trade for it, then trade/sell/gift it to the rest of the civs; and I keep doing that to keep all of them going with the lasers. Meanwhile I'm researching mass-drivers and shields. It's been a lifesaver so far; I'm fightin
I look at the report, though, and don't see any maintenance cost associated with the starbase. So why destroy it?