Noyyau wrote:Research, even with only a couple of labs from a "derelict colony" event in my current Phidi game, feels quite fast compared to population growth and building and starship production. Though maybe for the Phidi that's intended and I should focus more on money and rush everything?
Noyyau wrote:I suppose I should try the Tinkers next. Though the imperial Ashdar are also interesting, rapid travel (especially with dense stars) must be a big advantage in the early game.
Noyyau wrote:Coming from games like Distant Worlds, the galaxy size in SiS feels... small. Less than a hundred stars is snug compared to the sprawling galaxies of DW. So far I've played with "abundant" habitable worlds. I guess it's a good abstraction for "we're considering only the systems actually worth mentioning, and outright ignoring empty systems with nothing of interest whatsoever". It works well with how production and resource mining is centered on habitable worlds, empty or uninhabitable systems would be pointless (and a waste of endturn calculation time).
Noyyau wrote:As a side note, the assault shuttles that the "command cruisers" come with are awesome... or would be, if they didn't constantly get shot down immediately by PD (even at "ramming" distance).
sven wrote:Phidi are balanced pretty differently than most of the other races. Yoral, for example, are certainly better at conventional ship-building tactics. But, if you're playing Phidi, and you focus on producing coins, you can produce a lot of coins.
While you're still figuring the balance out, I'd suggest trying Ashdar Imperials, over the Tinkers. Tinkers have a bunch of unique mechanics, especially around population growth, and they really require their own specialized strategies to play well. Ashdar Imperials, in contrast, are just a very strong "conventional" race, with some neat special perks that will give you a leg up while you're still figuring out how to thrive on the higher difficulty levels.
gaerzi wrote:Technically, you can generate a galaxy with 999 star systems. The game will warn you about poor performances, though to be honest I didn't really notice a change between 88 stars and 250 stars (the max I've actually tried), but that might just be because I tend to alt-tab and do other things during endturn.
Note that there are "pointless" systems in the game, stars without any planet, though probably not with "abundant" settings. The actual explanation for why you only get access to a small part of the galaxy (and why it the part you have access to is so defined by geometry, allowing fancy shapes like hourglass or ring) can be discovered if you research hyperspace anomalies.
AMX wrote:Sounds like you're not getting quite close enough - when you're actually in contact with the target shuttles work just like a boarding module would.
Alternatively, you can use missiles to occupy the PD.
Noyyau wrote:I had researched the hyperspace anomaly tech andand I stopped that game before mustering enough of a fleet to deal with them.
Time to delve further into the mysteries of this galaxy then! Thanks
Noyyau wrote:Also, newbie question: I'm not entirely clear on what the colored bars represent in the ship combat screen.
Green on the right seems to be crew, grey in the middle armor, but the left one with both red and yellow confuses me. Hull integrity? But how come the yellow and red bars react differently to damage?
And where is a bar for the shields?
What am I missing?
Noyyau wrote:imperial Ashdar are also interesting, rapid travel (especially with dense stars) must be a big advantage in the early game.
Shields are in green, but there are four different shields (fore, aft, starboard, port). I believe yellow is for systems and red for hull, but I'm not entirely sure.
Noyyau wrote:1) Is there any use in having a Space Station and a Shipyard together on the same planet? As far as I can understand, the Shipyard is a bigger, better Space Station.
Noyyau wrote:2) What is the point of the Fleet Base? I already can build the larger hull tiers with the Shipyard.
Noyyau wrote:3) What is the lower limit for a population to not disappear from a planet? I think I saw it mentioned somewhere ingame but I can't find it again.
You can have two orbitals. Typically I refit space stations into research stations by putting in science labs. A single station can have two labs once you have advanced solar panels. Every science boost is good to have.
System defense. They're big tough stationary spaceships that can have a lot of weapons on them, so they're handy for protecting a planet. The question is, however, are they worth the investment, compared to actual warships? I tend to think they don't. And especially if you have the Ash Imps with their ancient star gate allowing your fleet to quickly reinforce any system.
The cut off is around 200 000. If you have 1 200 000 people of a given race on a planet and move them to another, the other planet will get 1 000 000, but the source planet will get 0.
I think I managed to get smaller population number than that but from capturing a planet after some bombings. Might be misremembering, though.
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