SprintSTNYC

SprintSTNYC

Joined Member # 635945
0 Posts 2 Replies 2,135 Reputation

So I was playing earlier, and I got the random "pirate" event, where I suddenly had to deal with multiple huge fleets of pirates. Is there ANY scaling of this event? I was right in the beginning of the game where a 2-4 attack ship was pretty much the best we could do, and maybe three of them in a fleet, and these pirate fleets had 60+ attack. Within ten turns, they had killed every ship of every empire in the game, every starbase of every empire in the game,

7 Replies 10,000 Views

That's a pretty cool idea. That's the one thing that's missing from Sins that's in, say, Galactic Civ 2. The ship building. It'd be pretty cool to build one cap ship for, say, long distance single target sniping and another for up close AOE.

4 Replies 14,354 Views

Yeah, late in the game I'm not sure it's worth it to have your cap ships charge in all guns-a-blazin', because late game there's so much incoming damage from a decent sized fleet even an upgraded cap ship can be focus fired down pretty quick.

9 Replies 5,511 Views

SLI is a horrible waste of money. If you're rich and you can afford to buy two top end cards when you buy your PC, fine. Don't ever fall for the "I'll buy one card now and another later" BS, because by the time that rolls around you'll be able to buy one new card that will outperform your two old ones.

337 Replies 275,841 Views

I just can't do the no-military thing. I don't have to be first but I find that if you don't support a military, you just end up losing the same amount of money due to extortion. I'd rather have some ships. Plus you can always give ships to allies to wage proxy wars etc if you want to get rid of them.

43 Replies 25,635 Views

There is one reason for high-pop planets: Invasions. High pop planets shrug off attempted invasions better, and can be used to generate troops faster with less of a hit to your economy (space marines do not pay taxes). Because you generate income from the square root of your population, the hit to taxes from taking a planet from 16 to 13 billion people is a lot less than that from 6 to 3 billion. Other than that, yeah, you start losing money with all the farms and entertainme

15 Replies 11,155 Views

If they (and other "frontloaded" races) get all this good stuff at the beginning, what is the gameplay mechanic that keeps them from early steamrollering of late blooming races? In the hands of a good player, early bonuses are worth a lot more than late ones, especially on anything smaller than a huge map...

30 Replies 65,485 Views

I like running with my taxes as low as possible. Getting used to a bloated infrastructure, even if you can support it via high tax revenues, means that stuff like random events (losing a planet/having the recession happen/etc) can totally mess with your economy. Running a tight ship with low taxes and high trade means you have more flexibility when bad things happen. You can also support higher populations with lower taxes, and higher populations means more influence and more voting po

18 Replies 12,321 Views

Uh, I routinely get as much money from trade as I do from taxes. On large maps. The one thing I always try to do is make the longest trips possible; so if you've got planets on the outer edge of the galaxy, have them make the routes that go as far as possible away. Adding life support and engines to a custom freighter can help. Even if you're turning a profit on just taxes (which I find extremely hard to do given how big I l

15 Replies 10,012 Views

I was thinking about something like this earlier and the best I came up with would be a module that allowed a certain number of small or tiny ships to use the speed of the module-using vessel (the carrier) for interstellar flight. What this would mean is that the ships would have more space available for weapons and defenses but wouldn't be able to move very fast at all by themselves.

14 Replies 18,338 Views

I dunno, planetary-based defenses would be a real PITA to pull off. You'd be talking multiple emplacements all around the world; otherwise people could avoid them by just entering on the "Dark Side" of the planet. You'd lose massive amounts of power due to the atmosphere or gravity, in the case of mass driver and missle weapons. From a "cost effectiveness" standpoint, a small fleet of slow fighters is probably the best way to handle plane

34 Replies 17,971 Views

They build tons of influence buildings when they're trying to ward off culture assimilation. If they don't have the capability of warring with you, it's the only thing they can do to keep their planets from flipping to you.

2 Replies 3,864 Views

OK, I'm not so good at math, so bear with me. OK, so "off type" defenses are reduced to the square root of their value. So if you have shields valued at 4, and you get hit by a mass driver, your defense is 2. OK. So, this means that all defenses are equivalent at value = 1. Since the square root of one is one, there is no difference between any of the defenses at value 1. Now, when you make a defense roll, you roll b

5 Replies 8,337 Views