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RE: Distant Worlds Legends quick strategy guide

 
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RE: Distant Worlds Legends quick strategy guide - 1/8/2013 1:28:22 PM   
feelotraveller


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I believe that it is still possible for freighters to haul cargo for other empires, just very unlikely.  It was mentioined in the release notes for either Legends or one of the patches (something like 'freighters are now much less likely to haul cargo for other empires').  Anyways I still see this on odd occasions.

I've been in the habit of not trading any maps with the computer for a long time.  I don't want them having access to mine (except in rare circumstances) and on balance theirs upset my knowledge of my own exploration efforts more than any advantage I get from revealing the territory faster.  Taking a bit longer but finding more ruins is worth it for me.  Finding their capital only needs one relatively easy espionage mission.

Beware that if the cpu explorers find any of your colonies they will still (most likely) engage in trade unless you have unchecked the 'trade with foreign empires' setting in the policy files regardless of not having a fta.

But timing/delaying making free trade agreements is a useful idea.  I'm guessing you pair it with bribing them to like you or similar?

(in reply to Jeeves)
Post #: 31
RE: Distant Worlds Legends quick strategy guide - 1/9/2013 9:58:11 PM   
Wild_Bill


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I don't see the downside to 'trading with foreign empires', exchanging maps or free trade agreements. I know you must have a good reason to say that, but what is it? What am I missing here?

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Post #: 32
RE: Distant Worlds Legends quick strategy guide - 1/10/2013 12:53:07 AM   
Shadow Tiger


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I think the issue of trading with foreign empires is that they essentially come in and buy up all your stock so you have trouble refueling ships, building bases and ships and keeping luxuries on hand for your colonies. This would be especially annoying in the early game.

(in reply to Wild_Bill)
Post #: 33
RE: Distant Worlds Legends quick strategy guide - 1/10/2013 11:05:57 AM   
Jeeves


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Absolutely right Shadow Tiger, buying my resources early on is a pain, and later when I am self sufficient in everything I don't NEED that pain. My freighters should stay in my territory due to fuel efficiency considerations too. I have seen freighters on the way home to my sectors carrying just 12 carbon fiber for instance. Better not to make the trip at all, it's just not worth it.

Lonnie Courtney Clay


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to Shadow Tiger)
Post #: 34
RE: Distant Worlds Legends quick strategy guide - 1/10/2013 9:17:57 PM   
Wild_Bill


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Ah! Makes sense now that you explained it. Thank you both

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RE: Distant Worlds Legends quick strategy guide - 1/25/2013 7:52:16 AM   
AminMaalouf

 

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Jeeves, how many empires have you used for your games when you were writing your quick guides?

< Message edited by AminMaalouf -- 1/25/2013 8:20:34 AM >

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RE: Distant Worlds Legends quick strategy guide - 1/25/2013 11:29:35 AM   
Jeeves


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My own race plus one each of the other races total 20 plus guardians. Each race has a role to play, even if it is only to supply population to my passenger transports...

Lonnie Courtney Clay

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Lonnie Courtney Clay

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Post #: 37
RE: Distant Worlds Legends quick strategy guide - 5/9/2013 6:50:16 PM   
Jeeves


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To clarify a question sent by personal message, there are three types of hidden zones - research zone, supply zone, and test zone. You can find these zones by beacon activated by opening a ruins, discovering a functional abandoned ship, or repairing a broken abandoned warship. You can also purchase zone locations from pirates, or send out long/ultra long range scanner equipped explorers to find them on the map. To answer the specific question, supply zones contain a medium space port and several warships. The spaceport has a good stock of supplies to build 5 large or up to 24 small ships. You must PAY to build ships there just like at any other spaceport.

Lonnie Courtney Clay


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Live long and prosper!

Lonnie Courtney Clay

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Post #: 38
RE: Distant Worlds Legends quick strategy guide - 5/9/2013 8:47:57 PM   
hfl13


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From: Germany, near Frankfurt
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Perfect answer! Thanks!

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Post #: 39
RE: Distant Worlds Legends quick strategy guide - 5/10/2013 2:11:06 AM   
Jeeves


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From: Arlington TN U.S.A
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You're welcome. Also see :
http://www.matrixgames.com/forums/tm.asp?m=3322524&mpage=1&key=�

Lonnie Courtney Clay


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to hfl13)
Post #: 40
RE: Distant Worlds Legends quick strategy guide - 5/11/2013 7:45:19 AM   
hfl13


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From: Germany, near Frankfurt
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quote:

ORIGINAL: Jeeves

Your Leader is extremely important!


Can you elaborate a little about Leaders. Whats traits are you looking for? I am building an excel database to know what a single trait gives and some combinations too. What was your best combination ever?

Do negative bonuses (not -10% from trait) turn positive with enough experience?

< Message edited by hfl13 -- 5/11/2013 8:28:31 AM >

(in reply to Jeeves)
Post #: 41
RE: Distant Worlds Legends quick strategy guide - 5/11/2013 1:57:14 PM   
Jeeves


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From: Arlington TN U.S.A
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Negative skills eventually increase to positive. What I look for in a leader is skills, not traits. I want skill bonuses for happiness and income, not negotiable. I also want population growth rate, facility construction rate, civilian or military ship construction rate, or especially the rarely seen skill colony ship construction rate...

Lonnie Courtney Clay
p.s. I've never seen over four skills or traits, think that limit is hard coded.


_____________________________

Live long and prosper!

Lonnie Courtney Clay

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Post #: 42
RE: Distant Worlds Legends quick strategy guide - 5/11/2013 6:04:38 PM   
hfl13


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From: Germany, near Frankfurt
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quote:

ORIGINAL: Jeeves

p.s. I've never seen over four skills or traits, think that limit is hard coded.



I agree and at game start most have one trait and few two.

Traits with Colony Ship Improvement:
Expansionist gives Col Ship +10 and Turist Income +10
Organized gives all three kinds of Ships +10



< Message edited by hfl13 -- 5/11/2013 6:08:14 PM >

(in reply to Jeeves)
Post #: 43
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