[quote who="Nathan E" reply="29" id="3541084"] The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects. It doesn't make sense to be able to convert factory production into these other things. It also causes factories to be too valuable in comparison to the other building types. Factories are already needed for building upgrades and to produce ships. But wait, they can also churn out money, research, happiness and babies on
Ex Mudder
1) AI does not terraform. Altaria was still a class 10 when I found it around turn 100 2) AI, both minor and major, build way to many mining bases before they build economic bases, or colony ships. Most strategic resources are kinda useless early on, and should have a lower priority than building colony ships and economic bases. Minors and Majors grab every location on the map with 2+ resources in range of a single starbase
Suggestion: 1) Allow the player to set autoupgrade on / off on the govern / economy screen. Place the radio button near the "reset all planet to global spending" icon. When on, everything available to be autoupgraded will be queued to autoupgrade on new turn. When off, nothing will be added to the queue, but it will not cancel upgrades either. 2) Add an "upgrade all" button to the planetary build screen, that
This should be a fairly simple way to give asteroids and dead planets an purpose in game. Proposal: Every asteroid and dead planet in range of a economic starbase boosts raw production of the colonies in that starbase's area of effect by an additional +2%, over and above the base of 10%. Other Starbases: Other types of starbase grant a boost to military production to whichever Shipyard it is fed too, at a base of 1% per d
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?
I'd like to see this for planets and starbases in your / their influence. Influence in your favor should be hard to sell but easier to buy, influence in theirs should be hard for you to buy but cheap to sell.
I've seen this happen a few times, where I have found colonizers still in the shipyard, some so far down the list they are inbetween scouts and explorers. Based on my most recent game, I believe it is caused by loading an autosave on a turn that colonizers are built. You get the pop up to retask the shipyard, but not the pop up to launch the colony ship.
[quote who="Frogboy" reply="41" id="3540025"] Probably not this week. I've asked them to hold it as I want to do a bit more AI work on it first. [/quote] Not even a bug fix patch?
This problem does not persist with the Dark energy Lab, that divides up the bonus equally.
I'd like to be able to turn off tech brokering but not tech trading in options screen. I'd also hope you can not broker trade goods or strategic resources to 3rd parties. Can you still sell racial techs to races that can not normally research them?
Minors are able to spam constructors, not sure how, I've seen them send 3 at a time, one after another. They also don't seem to obey exploration and range limits, unless they are leapfrogging somehow. I wonder if all minors calculate vision and / or range from all other minors.
I've been trying to figure out in what circumstances I would build a Social Matirx. Base is 10% research and 10% manufacture, and gives and gets adjacent bonus for research and manu. I placed one inside / surrounded by 3 megafactories and my colony capital. I got +10% research and +70% manu when I expected +40% and +40%. When I mouse over, the tooltip says it is level 6 and +30% manu and +30% manu, instead of +30% manufacturing and +30% Resear
Is that why even minors make insane demands of 25 credits a turn as as soon as I meet them and have universal translator? Immoble assets need to be totalled seperately from mobile ones in power.
I think the problem is that the +100% ideology perk doubles existing influence, not just influence growth. So it doubles all influence growth for your homeworld since the game began. Not sure that is wad, as it is OP.
I'd like minors to be unable to place a starbase where it overlaps one of your (any other races) planets or starbases, and to be willing to sell once their starbase does overlap one of your (major's) planets. Also, a relations drop if one race's starbase overlaps the planet of another race (more for majors than minors).
I'd include something moddable, that sets certain techs to / not to collapse, as well as a global "collapse all techs / techs do not collapse" as a tech option. Make is an in game option, with some techs, Like Arnor / dread lords, exclusive. That way a few techs can be set to allow you to take all 3, like the extreme planets and trade treaties, but you have to choose 1 of 3 for the rest.
Thanks for your feedback. I went and checked - they will sell me some of their starbases, but not the ones I want. It probably has to do with the value the AI places on the ascension crystal they are "mining." They were willing to sell me a thulium and duranium mining base for 4 techs (incl terraforming and habitat improvement) and 811 credits though. They have -230 credits and 5 starbases.
I've seen this twice in my current game (can submit support ticket with save if needed) 1) Minor race sends a constructor to a location with both mining resources and a precursor / ascention in range. Immediately build archeology module. Never sends second constructor to build mining ring. Is never able to mine and sell resource. AI needs to know to send a second constructor to these locations. 2) I
[quote who="androshalforc" reply="15" id="3538960"] placing the capital on a single tile not surrounded by any terraformable tiles is the best option [/quote] Disagree. Capital + Farm + Colonial Hospital in triangle is best - unless there is a tall population strategy I am unaware of. Split rest of planet between research, factory, wealth, and ideology buildings. But having the capital start next to 1 or 2 resource
[quote who="BuckGodot" reply="2" id="3539021"] That screws over factions with the Colonizer trait thou. [e digicons];)[/e] The solution here is rather simple: Don't take it until one will have at least 6 units of food on each planet (easily doable via techs or trade resources). Then send out all of your colony ships with only .5 or 1 pop unit. [/quote] 1) stored manufacturing can be used to build the seco
I just took this ability in Beta 5 .83. Now the population on my new planets are dying! They drop .1 per turn until they reach base population (5+ modifiers), and it can take a while to build farms. Suggestions: A) Reduce to +3 pop, same as a fully loaded colony ship. B) Change it to "30 stored manufacturing" boost so you can build your first level 1 building in 1 turn.
[quote quoting="post"] Is anyone else seeing the mining resources all gone white? [/quote] Yup. Also, planet list pics either don;t show up or disappear on reload.
[quote who="Niedzielan" reply="1" id="3538719"] Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one. [/quote] Didn't work, I deleted and remade, now I have 7500 starting credits. When did they switch from 1000 starting to 5000 starting credits?
1) Wealthy starts with 5500 credits, WAD? 2) Early colony ships (M1) have 4 range, 1 engine, 1 colony, and 1 sensor array. They are frightfully expensive to build. 3) Custom designs will not die! They keep coming back in later games, even the ones I do not want. 4) Are planetary buildings supposed to give 5 or 10 ideology points? Good: 1) &n
New game as .83 Colony capital 2 (first planet colonized) is in a corner, only adjacenties an industrial / research hex and an approval/wealth. No other tiles next to capital terraformable with base tech. Colony capital 4 is next to a food resource, and no tiles next to either hex can be terraformed with base tech. So I have to place my colonial hospital and farm apart from each other, or next to each other and lose the tile and cap