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Post by fallen on Jul 14, 2016 10:33:08 GMT -5
MintDragon - nice work through the tutorial! I'd warn that the xeno on that map are made to be a little slow-to-the-take, so expect harder things when you try a new one
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Post by MintDragon on Jul 14, 2016 13:37:55 GMT -5
MintDragon - nice work through the tutorial! I'd warn that the xeno on that map are made to be a little slow-to-the-take, so expect harder things when you try a new one Thx! The Degla: The Garden game I'm on now is so fun. The Xeno are about 10MP away, and there are 2 planets leading a path to me (or me to them). Turn 120-ish, and the tension rises... Around Turn 100, here is how everything looked:
And a close up of the soon-to-be battlefield area on turn 134-ish
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Post by tenbsmith on Jul 15, 2016 10:06:43 GMT -5
MintDragon, looks like battle will soon ensue. You may want to consider a reconnaissance in force--to see what the Xeno have got and eliminate some their ships. Get after those Xeno.
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Post by MintDragon on Jul 16, 2016 0:45:42 GMT -5
MintDragon , looks like battle will soon ensue. You may want to consider a reconnaissance in force--to see what the Xeno have got and eliminate some their ships. Get after those Xeno. I am so tempted to send an explorer over to the anomaly just to piss them off. Yah, I'm figuring out some things on infrastructure (what research helps on research, production, etc...) so building up what I hope will be a winning formula. I think I need to weed through the tech tree and make a table to sort out the ship building research. I've been kinda haphazardly researching "up and to the right" on ship tech. Really don't know what will be the "best" ships for offense, defense, conquer with intent to inhabit/conquer, or with intent to conquer/destroy, ship to ship board, etc... and the tech to focus on to succeed. Such a complex game, but 'getting it' (or starting to)... I'm viewing my current game as a sandbox, with (hopefully) a positive outcome. I'm planning on replaying the same map with that in mind. But, the tension is really building! I've progressed about 50 turns, and my bank account has swollen, just need to figure a few of the above out to crank out ships/tech opportunistically. *sweating* Here is where I am currently. Tons in the bank, figure I need to have it to build out quick, but still cracking the code on the research front...
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Post by LordofSyn on Aug 1, 2017 16:22:57 GMT -5
Well that ended abruptly. Lol
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Post by tenbsmith on Aug 2, 2017 12:05:37 GMT -5
That's the way it goes in ST4X sometimes. Glad to see LordofSyn getting some use out of these aging ST4X posts.
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Post by LordofSyn on Aug 2, 2017 17:46:42 GMT -5
I have a current interactive let's play YouTube series.
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Post by drspendlove on Jul 23, 2018 10:52:00 GMT -5
It seems like the higher probability political attempts cost more credits and typically EP than their higher probability earns them. Does everyone just stick with cheap, fast, low success politics? Or is there some method to this madness?
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Post by resistor on Jul 23, 2018 12:08:59 GMT -5
It seems like the higher probability political attempts cost more credits and typically EP than their higher probability earns them. Does everyone just stick with cheap, fast, low success politics? Or is there some method to this madness? I think most people stick with the cheaper ones, but the higher cost versions can be worth it if you have enough EP to do them in one turn anyway.
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Post by tenbsmith on Jul 26, 2018 18:01:32 GMT -5
It's been quite a while, but i did the math on that at one point, should be in a thread around here. I seem to recall that chances of success scaled evenly with required resources. Keep in mind, taking two political actions in a row that each have a 50% chance of success only results in a combined 75% chance of success.
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Post by drspendlove on Jul 27, 2018 10:49:39 GMT -5
I don't think they *do* scale evenly. I mean, some might. I'd love to see the thread.
While there's still a 25% chance of failure, there's also a 25% chance of _two_ successes which can be valuable a lot of the time.
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