I've answered most, and others will surely fill in the blanks.
Ground Combat:
From settings.txt:
Defending Units Per Population := 20
Population Defender Attack Strength := 10
Population Defender Hit Points := 30
Weapons:
Damage values on the A.S. are the percent chance that the ship will be subverted when/if the weapon hits.
Defenses:
- Armor damage is somewhat random,
BUT smaller armors are more likely to be hit.
- Emissive causes the hit to do zero damage or full damage. IMO this is unfortunate, and makes EA useless.
You can simulate the logical EA effect by changing the EA ability into "shield generation from damage", and setting "restrictions := One Per Vehicle"
- Verily yes. This is what makes organic armor different from shields & regenerators.
Other:
- Emergency propulsion was a problem on bases. It seems that that has been fixed
. Bases are by definition non-mobile. You can try allowing them to have engines by tweaking the vehiclesize.txt file.
- Retrofits only allow a 50% increase in cost.
You can get around this via a "Retrofit Series". A retroseries is a sequence of designs each 50% more expensive, leading from a cheap (poss. one turn to build) hull up to the final desired ship/base.
Doing lots of retroseries can allow you to theoretically construct a sphereworld in as little as three turns.
However, all the retrofitting rapidly increases the total cost of the final product.
Making a Sphereworld via retroseries will cost you $4 million resources over two turns. Doing the same thing normally costs only about $1 million, IIRC.
Ship combat:
- yes XP applies to both.
- Having an MC means you don't need any other C&C components: no penalty no matter what.
If you don't have any functioning computers:
> Losing your Bridge means half movement. (An aux. control stands in for a bridge during combat only)
> Having zero crew quarters means half movement
> Having zero lifesupport means quarter movement.
> the above modifiers MULTIPLY together.
- One side goes, then the other. The defender is supposed to get the first turn, but who gets to fire first depends on when the two fleets meet.
- Launched units on the combat map just appear. you can't affect the launch.
- Fleet order is based on the order the ships appear in the list outside of combat. I believe it is usually the order they were built in.
- Since you are using tactical combat, just move them individually. Use the fleets to get everybody in range with a minimum of clicking, then fight it out manually.
- Rad bombs either damage value or conditions, neither of which appears in the status of the planet, so no.
Strats:
- Planets do not launch sats in combat. You have to launch them beforehand, or do tactical. THis was done to avoid the AI launching all of your spysats into a useless orbit when an escort passes by.
- Edit the strategies in your empire options window. Try using "Nearest ship" as a priority, or have them target by type, and wipe out the transports before moving on to the battleships.
- Similarily, edit the strategies. The toggle for "until weapons destroyed" should help.
Other:
- Climate control works very slowly. You can stack 5 of them together on one planet, and the effect will be much greater. At 3% per year, a CC 3 needs about 7 years to go up one "step" from unpleasant to mild, say. Ten on one planet will make your planet perfect in 4 years or so.
- I expect Deadly (0%) is the worst it gets.
The different scanners are only different in price, and cost to research in the unmodded game.
There are mods which differentiate the scanners, even to the point of requiring multiple scanners to be sure nobody is sneaking past with a rare cloaking component.
The warppoints generated from a remote system will come in at the edge sector closest to the proper angle from your star. IE if the generating starsystem is directly above yours, the exit point will be in the top center sector.