I've also noticed that I'm not getting any more surrender or war declaration dialogs in 1.4X
Gre_Magus
Just out of curiosity - how can you get 500K bc per turn? I imagine you're playing on a gigantic map, but how do you build out your planets? What population do you bring them to? I usually play on medium maps (I find the AI is much better at that size, plus it's a little more fast pace, especially when you have 7-9 opponents) at masochistic and I'm lucky if I'm even breaking even by the end of the game.
Brad: any word on having planetary armies separate from the civilian population? From the IGN preview: "In terms of ground forces, barracks can be built on worlds and will pump out up to 10 military divisions for use in planet invasions." What is IGN talking about here?
I think Nacho Samurai may have said "paid to buy" intentionally. Wasn't the download 39.99 while the MSRP in stores was $35? That means Moosetek's "crazy" idea of giving Stardock $5 so that you could then buy the game is not too far off base.
The trade route limit of 12 reminds me of the population growth issue when the game first came out. If you all remember, in 1.0 population growth was set so high that it was almost impossible not to get the max of 200 million per turn. So playing as the Torians or picking a population growth ability was a waste of ability points. They fixed this by lowering the population growth rate substantially. Now you hear people saying that the 70% population growth ability is the only
The idea of each weapon firing seperately is great, but the question of defense does sound tricky. One idea would be to make defense take up a lot more space, but make each weapon have to overcome all of a ship's defense. This of course could lead to some ships being almost invulnerable. So then make "big" weapons available. There would be two ways to do this. Either we could link weapons together, so that 3 phasors fire together and do 9 damage but only fire once instead of 3 times or you
Looks great. Will the power plants and lab networks replace the manufacturing capital and technology capital? I definitely like the flexibility of having multiple, smaller bonus to work with rather than one big one that the AI never seems to use very well. Plus it's definitely going to be interesting to balance building another factory versus a building that increases overall production, especially if the % increase is considered "bonus production" and only costs 50%. If not the math would b
I like that line of reasoning. Stock exchanges mean that instead of focusing your economy on large-scale manufacturing or research you're letting the private sector invest in whatever makes the most money, hence the big boost to taxes.
I just fire and forget with research buildings. I don't even build a factory - I just plop down 3 basic labs before researching Xeno research and let them build/upgrade themselves as the game unfolds.
I just fire and forget with research buildings. I don't even build a factory - I just plop down 3 basic labs before researching Xeno research and let them build/upgrade themselves as the game unfolds.
Something similar happened to me once after I was messing around with my video settings trying to get my laptop to work with projector at work. I had forgotten that I had turned video accelaration totally off on the advanced tab underdisplay settings. Once I went and turned video accelaration back on to full it worked fine.
With respect to research time varying with galaxy size, you can always change the technology rate in the new game screen. Before I got the game I played the demo a lot and since you're stuck with a medium galaxy I set research to very fast so I could see some different techs before the time limit ran out.
41 Speed Transport? What's the fastest anyone's made their transports? In my last game with the Yor in 1.31 I think I had transports with over 90 speed by the end of the game. 2 Advance Troop Modules and grouped into fleets so I could have 18 billion troops in an invasion and fly away with 8 transports still in the fleet afterwards.
One thing I've been thinking about is having ethics and morale linked to the kinds of decisions you make. For example, if you're a good civ and you declare war on another good civ that's friendly with you (for example) that could give you a morale penalty. If the penalty were big enough, it might even keep the senate from approving the war when they vote on it. And maybe you could also spend espionage money as propaganda to convince your people that a given civ is really the enemy. Anothe
Ever since the tooltip was added for Military Production on the Planet Screen, I've been wondering when they were going to add the same thing for Social Production and Research. I'm playing the lastest version of 1.3, and as far as I can tell only Military Production tells you where it comes from (10 from factories, 15 from bonuses and abilities for example) when you mouse over it. I think Social Production just shows an empty white box. Am I missing something or have tooltips for Soc
Definitely a good idea to specialize. In fact, planet specialization is one of the main ways you can get a leg-up on the AI (other than fleet maneuvering and power projection). If you put a mess of factories together with the manufacturing capital you can get a huge production value, ditto for research with the technology capital. Other than the capitals (and any planetary bonuses you might have gotten when colonizing before Xeno Ethics) its worth specializes with manufacturing, because all t
Like PJL and Sam0t, I am also having the game freeze when I try to remove the last ship from a fleet. The game also froze when, after reloading, I try to disband the same fleet from the main UI screen by hitting "disband" - which is unfortunate because I was hoping to have found a temporary work-around...