Search found 10 matches
- Mon Jan 08, 2007 11:20 am
- Forum: Strategy & Tactics
- Topic: Hydroponic farms vs. Biospheres
- Replies: 15
- Views: 30651
Let's make a simple calculation. A Hydroponic Farm = 50 PP & 2 BC So if you need to use freighters to keep your population fed, you need 2 freighters and therefore 1 BC maintenance for them. The time you spend to build a freighter (50 PP) or a biospheres (60 PP) are similar to a Hyfroponic farm. The...
- Mon Jan 08, 2007 10:27 am
- Forum: Suggestions
- Topic: Possible /housing switch
- Replies: 14
- Views: 21206
Why not making housing similar to spys??? ... Just pay a fixed price to get a population unit!!! If you spend a fixed amount to get a Colony Base or a Colony Ship and this INCLUDES an additional population, you could expect the same for housing. You pay 200 for a Colony Base and therefore a free pop...
- Mon Jan 08, 2007 10:10 am
- Forum: Suggestions
- Topic: Improvements to the Game (Such as Stacking Battlescanners)
- Replies: 12
- Views: 10692
but have you ever heard of AWAC? carrier battle groups have smaller versions of them that can take off. In case you aren't aware, they are really big planes. much bigger than fighters and can scan very vast distances. more than the fighters can. A solution to what you said might be that players can...
- Mon Jul 03, 2006 9:34 pm
- Forum: Strategy & Tactics
- Topic: Hydroponic farms vs. Biospheres
- Replies: 15
- Views: 30651
Re: Hydroponic farms vs. Biospheres
When you want to survive in MP games you have to take one of the following races: a) Unification (has already a food bonus of 50%) b) Unificaiton Aqua (has even more food) c) If you are not Uni you should take Lithovore. That's true. But I thought that this would be changed with the DC mod. But wha...
- Thu Jun 29, 2006 10:15 am
- Forum: Strategy & Tactics
- Topic: Hydroponic farms vs. Biospheres
- Replies: 15
- Views: 30651
Hydroponic farms vs. Biospheres
Also, Subs never need biospheres, and so they will be able to use hydrofarms, which are sweet tools in the early game, even if biospheres are more important later. This helps speed your growth by freeing up a farmer per world, at a negligible research cost.. Your proposed hydros are junk. Almost no...
- Tue Jun 27, 2006 7:00 pm
- Forum: Suggestions
- Topic: Trade & Research Treaties
- Replies: 9
- Views: 5054
To decrease the power of repulsive, you could change muliple things: Change the cost and maintenance for legendary officers Decrease the frequency to get a leader or to get specific good leaders Decrease spy rolls % Highly increase the chance of revolts and the success chances Change race pick value...
- Tue Jun 27, 2006 5:27 pm
- Forum: Suggestions
- Topic: repulsive spies
- Replies: 14
- Views: 10111
Other races find dealing with repulsive races impossible. Therefore, repulsive races are unable to form any agreement with other races. ... Legendary officers demand an increase of 50% to their cost of hiring to serve with repulsive races. ... So why do leaders demand more money when you are repuls...
- Tue Jun 27, 2006 2:09 pm
- Forum: Suggestions
- Topic: Better AI Ships
- Replies: 4
- Views: 6078
What's about making bombs more effective or more "attractive" for any player. I don't think it is a problem that he build bombs! To say something to Battle Pods. I don't think, they are really nesessary for enemy players, because it increases the cost of any ship. So instead of building a 3 ships wi...
- Tue Jun 27, 2006 1:46 pm
- Forum: Suggestions
- Topic: Designing Starbases
- Replies: 41
- Views: 48140
I think I have an idea how to manage this. Instead of adding a design screen for StarBases, you could invent a ship special (like battle pods), that changes any ship into a battle station. This special should do the following changes: - makes the ship immobile - gives 1 command point + 1 per ship si...
- Tue Jun 27, 2006 12:35 pm
- Forum: Suggestions
- Topic: Improvements to the Game (Such as Stacking Battlescanners)
- Replies: 12
- Views: 10692
I don't think, adding multiple battlescanners is a good choice. Let's say you have Scout Labs on your ship. It is not useful to have more than 1/3 of your ship space filled with labs. Likewise, it isn't useful to have more than 1/3 of your crew work on labs. Just remember, that any ship represents a...