Trade resources stack, the tooltip is wrong. I have +20% from snuggler colonies and +15 from precursor nanites. Silly question: is there any way, outside of the trade screen that I am locked out of, to see how many of which trade resources I have?
Ex Mudder
Currently the missionary center grants a +5% growth to influence, and a flat 1/turn to influence from level. Shouldn't it be the other way around?
Pretty sure that is a bug, +95% per level of the the preparedness center is out of line with the other adjacency bonuses, which are usually 5% per level.
Just checking, you used constructors to extend your colonize range, made custom colony ships with more engines / range, extra scouts? Bad luck at game start can certainly be killer.
1) Minors build constructors but not mining bases. They used to mine everything in sight. Majors mine. 2) Pragmatic / inventive gives all new starbases 2 more modules, not 1 3) Trading with minor races of the wrong ideology should not harm players relations with the majors 4) Not enough minors for larger maps. 5) I thought shipyards were to be reduced to 1
Started a new game and rushed 2 constructors, hit unlock Worked for me. Also have Nvidia geforce, Win 8.1 .61 update, complete with colony capitals on resource squares Fullscreen 1680x1050 I do unclick "enable mods" because that can cause problems.
Agree with OP. Either nerf pirates, allow the bases to remain on map under fow once you find them, let ships "stop when see enemy unit," or at least add a tooltip, pop up, tutorial, or hint so we are not taken by surprise when it happens.
Saw this as well, was on a +3 food resource. I began to speculate "what if colony capitals could take advantage of adjacency bonuses" which led me to wonder what a colony capital surrounded by 6 antimatter plants would look like.
I just had a colony capital start on TOP of a +3 food resource. There were empty hexes on the planet. Anyone else seen this? Beta 6.1
I saw this, it seems to work with new builds you queue up, not current constructors or builds.
Altarian has a building that benefits from both manu and research resource / adjacency bonus. Really nice on a +3 / +1 surrounded by both types of buildings.
[quote who="Illauna" reply="6" id="3542089"] @Dumhed there really is no reason to pickup starbase sensors. [/quote] They why are they in the game?
So build a cargo ship with 11, 10, or 9 sensor modules, uncover everything within 22/30/36 hexes No need to build scouts at all. So much for the thrill of exploring with your units. Or upgrading the sensors of a starbase. Manu cost of an 11 sensor Eye of Sauron at game start is 141. Rush for 2115 credits. See everything 22 hexes form your shipyard on turn 2. This is fun?
[quote quoting="post"] 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. Pirate Bases are a
I have a small ship I made in previous game with 2 sensor modules. It now "sees" everything 11 hexes from itself. I don't recall this from Beta 5, where I made this ship design. Bug or WAD? I wonder what would happen if I added 2 more... 22 hex range from my ship?
If so, i would like a warning that buying a tech would block researching another tech.
Design, from beta 5, is Ion Drive, Stellar support, and then a prototype weapon. The design with Prototype durantium drivers costs 170 more than the same design with prototype antimatter missiles. Maintenance is also much higher, 1.9 vs .2 Doubt this is WAD.
Cargo hulls have far too much space. This results in the AI building very expensive constructors, colony ships, and freighters, while the human play can custom build cheap ones. Anyone tried a cargo hull with 6 sensors to reveal the map?
1) Shipyards are too expensive. Constructors are much cheaper and you don't have to move the shipyard to where you want it after it is built. 2) love the 50 turn on resource trading. 3) Pirates are OP. I am still building my first warship, each pirate shipyard has 5 ships fleets (10 beam/20 shield/125hp), often in the same system as one of my planets. I feel like I am playing Raging Hordes in Civ. &
[quote who="Frogboy" reply="5" id="3541661"] Balance feedback is welcome for sure. I personally think they might be a bit too high now. They were way too cheap. [/quote] You also need to compare building a constructor to build a shipyard vs building one at the colony. As it is I am considering giving up on building shipyards from the colony screen in favor of much cheaper to build constructors - and I can place the shipyards where I want, inste
is this why when I upgrade I have to page through several dozen versions of the base scout and survey design to find my design?
[quote who="Larsenex" reply="61" id="3540514"] Quoting Ex Mudder, reply 60 Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues) Do they still produce the same number of points? This current build th
Seen this as well, can build in shipyard screen but can not upgrade to them until I research more miniturization techs / build hyperion shrinker.
Now if they would only plunder / raid trade routes...