A really good campaign with a good story and lots of interesting events during each scenario like side quests that are important to complete to reach the main objective. Like: building enough troop transports/colony ships to rescue people from a planet going supernove Your 'allies' suddenly turning on you while your main fleet is far away (if youre evil or neutral) Space monsters guarding planets with powerful technologies or high class worlds. Weak ships (pirates?) wi
Dallas Morrison
Ive been messing around with this just thought I'd post what I'd found out: In all these examples both sides have 500hps: A=attack(laser) D=defence(barriers) I chose high health to reduce the effect of first strike and somewhat high stats to reduce the effect of the 0 attack rolls A 10A 10D vs a 20A 0D close battle, defender seems to have slight edge (the defender being the one that has no defences) a 20A 20D vs a 20A 0D attacker loses half h
Heres an example of a well formed early game attack it would be cool to see the AI use: Have small size ships with 1 attack and 1 defence, the rest is engines (2 warp drives is what I like to aim for). No other components. 2 or 3 fleets of 3 ships (10 logistics) is good. Have a large number of transports, enough to take out a few worlds. (1 transport module the rest engines). Have about 8 constructors (constructor module, rest engines). Have them all in 1 big group a
Yep you can reallocate your industry directly into research in the beta through focusing, but this reallocation loses any bonuses, so you are spending 1BC for every 1 Research. But the important thing is that you can run your factories at 100% capacity (by using 0% research), and then reallocate this into research without any loss in capacity. A slight waste on a manufacturing capital but anywhere else its extremely effective. If I run my empires at 0% research I basically have double capacit