The reason is that you can't trade each other unique, faction-specific techs. Techs whose graphic icon in the research tree have an orange tint to them are unique. They may not be unique specifically to your faction, but if your trading partner does not have a tech of the exact same name in their tech tree (and theirs has to be orange tinted, too), you will ...
I got the achievement while using Fighters and Bombers. It's still pretty difficult but it works. Since you're pretty limited with special modules they won't do much damage in battles even if specialized for it, and most battle actions are pretty useless with them. But at least you can defend yourself.
Things that definitely don't count as building a weapon:
Found defense ships
Things that definitely do count as a weapon:
Constructing a ship in one of your systems that contains any of the following:
Things that I haven't verified (but that definitely look like weapons to me):
(Note that fighters, bombers, and bombs ...
I see that you've already found your answer on the Amplitude forums, but I'm posting it here for the sake of completeness.
To get the Holy Terra achievement you need only to build every improvement that is possible to build in your current home system. If your home system does not have an asteroid belt, you do not have to build a Deep Space Facility. If it ...
OK, so I experimented with it and I think I can now answer all of the questions:
It means the during the construction, empire-wide science output is decreased by 66% of what it would otherwise be. When building more than one of these improvements in parallel, empire science output goes down to 0%. However, there's no benefit in building more than one of ...
Each system you add to your empire has two different costs:
While it's an outpost, it has a Dust cost, labeled as "Distance to Empire".
Once it's a colony, it receives Expansion Disapproval: between -6 and -10.5 Approval (depending on difficulty) per system in your empire above 2. There are four technologies in the Exploration & Expansion tech tree (...
Explanation from dev blog post:
Defence Type & Hulls
Since the release of Disharmony, the different
hulls have a new property called Hull Weakness, which modulate the
received damage: the lowest hull weakness is, the more resistant the
hull. A large ship has 100 Hull Weakness, a medium 200 and a small
300. The damage modulation is directly ...
Taken from the wiki:
A brand new Faction called "the Harmony" with a single objective in
mind: Annihilate Dust!
New Fighter and Bomber units that will completely change the shape
of combats, especially with the new Battle Formation and Targeting
A complete rework of the Ship Design interface, including an
improved Weapon System that provides family ...
I've seen this happening but it works both ways, the AI isn't cheating.
The defender automatically brings in other groups up to the command point limit. These are whole groups only and after the battle they will still be separate groups. I've never confirmed pure ground pounders being brought in this way but neither will I say it can't happen.
Humans are ...
Refitting/upgrading ships appears to be done at a fixed cost based on the hull size - this is regardless of how much is being changed.
There appears to be no discount when refitting multiple ships.
It's rather expensive and so it would probably make your plan not feasible.
In case anyone is still checking on this, I just confirmed that on Disharmony at least, fighters, troops, and siege modules do NOT count as weapons. I did it with a huge spiral galaxy, 8 enemies, and easy difficulty.
There are two types of hero abilities. The first type is, as you mention, passive abilities which are triggered automatically by context. For example bonuses during combat or when assigned to a system.
The second type of abilities are Battle Actions, commonly called 'cards', these abilities have various effects and can be applied to each of the three stages ...
There is no way to set a default set of battle orders.
You have to set them manually for each battle.
For what it's worth, when I reach late game, I tend to build ships with a strong defence over a decent firepower. This means that you can play no cards and still find your ships unharmed ( or with minor damage ).
Any module that grants HP regen will help ...
I have more than 500 hours of playtime on Endless Space.
I haven't played the game in a while, so haven't explicitly tested this, but I recall that the fleet with the highest MP is selected.
As some kind of evidence, note that you have to destroy all fleets with any MP before being allowed to attack the AI's invasion fleets, even it's just one scout ship.
I think that they need to discover at least one of your systems before you can get open borders with them.
I had the same problem and could only open borders when one of their scouts entered my system through a bordering wormhole.
Source: personal experience
Yes. There is no shared victory in Endless Space. Nor are there set teams - you can't, for example, force the AI to ally each other (or you!). Endless Space is a strict FFA.
It would be nice to have more options here. However there's a higher chance that Amplitude will apply changes to Endless Legend, its current project.
Here's is a good high level recommendation for how to achieve diplomatic victory, although the article doesn't give way to MEASURE the exact amount of points you earn from different actions: (Original Link is dead, now archived):
In summary, [you have] two jobs: first secure dominance, second maintain equilibrium. Unfortunately, the second part can make ...
I'm playing a custom faction with Sheradyn affinity that I designed with the idea that I would use Dust as a main driver of production. I didn't take the trait that makes ships cheaper because ideally I shouldn't have to build very many of them. I'm not sure if this is wise or not, since I think that trait would affect upgrade costs. Anyway, I can confirm ...
This can change with patches (and mods), but as you can see here http://endlessspace.wikia.com/wiki/Victory , various of the victory conditions imply that you cannot by default have an allied victory, because:
militarily, you don't win when you annihilate everyone. You win when you conquer 75% of the galaxy (although you could just sum the controlled area ...