The +100% military production from merciless, doubled all construction being send to my home shipyard, not just the production from my homeworld. edit: this only occurs if you manually set the planet's spending, not if you set all planets to use global spending. It also seems to be limited to the class 6 planet you start with in your home system (playing custom race on Altarian starsystem), in addition to he homeworld.
Ex Mudder
Try using quickstart, instead of new game.
[quote who="BuckGodot" reply="5" id="3534475"] I can confirm that bug regarding deduction of ideology points is still in. Makes sense as this was mostly a crash-fix patch. Just means people will have to be prudent and not abuse the game at the moment. *pause* Well, not abuse it TOO much, that is. [e digicons]}:)[/e] [/quote] Is that even possible, short of not colonizing?
I like playing Benevolent, and I like the bonuses. Unfortunately, I have found that I like the bonuses from Malevolent much much more. +10 raw production to your Homeworld and 100% boost to your home world shipyard results in me being able to pop up a colony ship a turn - at 50% military spending. Or you can wait till you fill up your homeworld and send all the manufacturing to build ships, and still have 50% available for research. Please c
If you play a Prolific species, the colony ship you start has a full 5 billion people on it - which will place 10 billion on the destination. Most planets can only hold 5 when colonised. Suggest that the colony ship granted by this ideology only have 2.5 -3 billion in it (new colony modules have a 3 billion cap). As it is, I added the 5 billion to my home planet while I waited for anew planet to colonize. This is also an issue with the 3rd idea (Prolific
[quote who="econundrum1" reply="9" id="3534292"] I agree that rather than being 1% per planet it should scale dependent on the map size. I don't think the penalty is a bad idea in itself though. [/quote] This I agree with. But given how pointless morale is right now, it doesn't really matter.
[quote who="Moogle65535" reply="1" id="3534111"] I have seen and can confirm #1. It appears to occur with the default factions as well. Using the Quick Start button on the main screen will produce new maps consistently. However, using New Game without changing anything will always produce the 1st map generated that way. [/quote] Yes, I just discovered that quick start gives me random maps, even though new game does not.
1) Every time I restart the game (new game) as this custom race, I get the same map, including the same distribution of bonus resources on the home planet. I have to quit game and then start new game. if I use a different race I get a different map, but if I restart with that race I get the same map again. 2) colonizing my second planet (class 6) does not give me a landing multiple choice to boost ideology.
Nothing about ideology points not being deducted?
it will be unoccupied. was filled to the brim in Beta 4, empty Beta 5.
I liked the favor system added with Civ BE. At least nations that demanded things would give you something in return. Consistency in diplomatic relations is important, why play the diplo game at all when the AI will suddenly decide to hate you or attack you for no good reason. A good strategy game is one that does not get boring after a while. Too many games drag once you have explored everything, and there is not a war on.
So no beta 5 this week either?
[quote who="Alstein" reply="1" id="3527567"] Or maybe they shouldn't stack period- it doesn't make sense for them to stack. [/quote] Agree, also makes the + sensor range trait more valuable if they do not stack.
[quote who="erischild" reply="23" id="3526016"] I think you undervalue the colony capitol being +1 for everything but growth. That flexibility means a lot to me. [/quote] Not sure I understand this. Growth is population, so placing a hospital next to a capital gives you a +1 (+5%) to growth. I am looking at a planet with a 2 farms and a fertility clinic next to a capital, and the clinic is level 3 - 1 from each farm and 1 from ca
I'd to be able to move / rebuild unmovable / singleton structures, like capitals, hospitals, and ideology buildings.
Didn't they just introduce this version of ideology? build or 2 ago it was a tree / pyramid. WiP. Also, OP probably plays on larger maps, which need baalnce.
[quote who="Turkwise" reply="9" id="3524997"] If you say "No" when the game asks you if you want to colonize the planet, you'll then have time to look at what planet it is and figure out what you might like for it, then move the ship to colonize the planet. All you're doing when you select "no" is stopping the ship from moving into the planet, so it won't waste any turns or movement points - it will be an Idle Ship, which has to be dealt with before the turn progress
Really loving +10 production, rest of malevolent seems meh. +5 pop per colony ship seems OP, doubling pop on arriavl seems like a better idea once it is implemented. Actually got my extra tiles from Outreach 4. Surprised me, would have waited if I knew it was working. Some buildings seem off. Temple of Enlightenment is an approval structure? I surround it with ideology buildings and I get more research? Would like more p
Is there a way to disable auto upgrade for all planets, other than accessing governor for each as you colonize them? Did not find anything in govern screen.
I'm sure I'm missing something, and it may be in another thread or Wiki somewhere, but the following are confusing me: 1) Can you have more than 1 tourist building on a planet? I can only build 1 port of call even if I have 2 tourist boosting tiles. 2) Is Approval in? I rarely have problems holding 100% approval. 3) Benevolent Outreach 2 and 3: 2 says a class 10 planet but g
I Agree, a simple selector with 6 arrows would be fine and easy to see.
Still not sure how this impacts the Malevolent +10 production, for example. Or the +10% productivity choices from planetary decisions.
I'd also like to see all ideology choices makes later choices more expensive. Maxing out 1 tree should be easy, 2 trees possible but difficult, 3 tress almost impossible (achievement time!). Will also need to scale costs with galaxy size and number of planets as well.
Please allow at least 1 turn's production and research to be rolled over.
Agreed, placing the capital would be annoying and the AI would have to be taught to do so, but a random placement with multiple adjacencies would be lovely.