I also think when you catch (Nulify) a spy, there should be a chance to find out where he came from. This should be based on your level of knowledge of the enemy civilization. Your spies on friendly planets should have the option of visiting as diplomats and thereby not hurt the ally while still raising your knowledge level. Nulified "Diplomats" should return to you as an available spy and their agent returns to them as well and a prohibition on diplomats exists on that planet. Place
dinosaur3
I guess our strategies are wildly different. I don't expect to win a game with small ships. I just want my small ships to be very efficient. I also plan to build efficient medium and large ships. I haven't been in a game long enough to build a huge ship. I usually win after building two or three large ships. However, when I get into the harder difficulties, I expect to need better ships. So is it true that defenses don't stack? If I have a defense of 1 armor and 1 shield,
My appologies for not being clear. I am playing DA since my brother highly recommends it over DL. I am surprised to learn small hulls are not worthwhile. I have had much success with them and even avoided losing a planet or two by building small ships rather than wait for the technology to build medium ships. On the other hand, if skipping small ships is prudent, then I guess I would just emphasize getting to medium hulls sooner. I guess later I would like to know what your
I am playing around with the game and I am ready to make a serious study of ship design to optomize bang-for-the-buck. I am dividing my ships into groups with particular missions in mind. For example, my earliest ships will be called the Robin class, made from a Small hull with Miniturization tech II or better. Initially they will be used for planet defense and later they will be sent as attacking units against enemy planets. These will have a maximum maintenance cost of $5. The sec