pretty much every citizen type that has promotions are mainly going to cost Promethion first (10-20), then some other very minor volume of something else (and/or ideology). So it has early game uses if you get some of the other stuff.
SBFMadDjinn
Hi all, Here's the first video in a series for the new Crusade XP (going Yor with my buddies the Dark Yor civilization also being in the game). The link up top should bring you to the play list for it, which will fill very quickly today. [video]https://youtu.be/NTT9yLptGGY[/video] playlist in case the link up top didn't work: https://www.youtube.com/playlist?list=PLIn-J5vZXOJOEm_9UZCIyrsLa8BOYtKPa  
For Hermes, you forgot harrass. They are fast and seem to be better at ignoring units they pass, unlike all of the slow ones. A small group of Hermes is pretty good at sniping engineers and resources. Especially resources due to needing the improvements for good production; and on a lot of maps that means radioactive sniping. Get some snipes in, and at the very least force the enemy to build defenses on each resource location.
Battle positioning also matters. If if you have one big ball, not all units in that army head to the front. They surround the large units. That is especially true of the medics; who, if not in an army, will rush forth and die first for some dumb reason. All units also have range. Which means if you have a dread enemy surrounded by units, you could split up your forces, and surround it from a distance rather than clicking on it to atta
I'll be hanging out in ranked.
If you're building units or buildings that require both radioactive and metal, but get down to 0 radioactive + a negative amount, then the metal side will fill up. this is due to the fact that the building or cruiser that you're building is radioactive locked, so it also won't take up metal since it's not using as much radioactive.
I'm still expanding without issue. It does depend on the map (location of regions near each other, etc) and how many extractor locations are at the nexus and the close regions. So some maps can't 2x expand, and others will have slower expand (less metal) just by default. My preferred change would be to stop engineers from both capturing locations AND building or repairing at the same time. One at a time would make the choices better. This
I'm not against what you're proposing, but there are already visual ways to see what's going on. Just suggesting that something already exists in case someone forgot about it.
doesn't the spacebar bring up a rather large map you can look at to see flashing pixels where stuff is happening?
here's a link to my playlist for the EP1: Imminent Crisis LP. (not sure if the playlist is youtube tag friendly) https://www.youtube.com/playlist?list=PLIn-J5vZXOJPx2u1zp_ZS7LbnPzJFDzyB
Was great having you on.
One of the big problems with it is that you don't need high level buildings to actually shove your way across the galaxy. The Benevolent ideology traits really are massive flips, and likely bugged a bit. Not to mention that it should not be based upon influence built up, but rather influence currently being produced. Currently, it leads to situations where you can spam up influence to say, 1000, then delete all of the base influence and float along on +%
This is now live it appears
I've seen this with the yor, Krynn, and altarans.
[quote who="Island Dog" reply="32" id="3536556"] May is the release we are looking at. [e digicons]:)[/e] [/quote] For this patch ;) Wasn't this supposed to be 'opt-in' this week?
I agree on the point wrt the 'bonus point' ideology buildings. I'm fine with the +X/turn as long as they come later in the ideology trees than they do right now. What I dislike, and is tied to colonization, is the buildings in the ideology tree that give a flat +X for building it. The only 'true' strategy is to take that early then spam it on all colonies. You can then sell it afterwards if you don't need it.  
for completeness of the analogies though, we have to keep in mind that range is a factor. Consider it fuel. Ie, Speed boat has 1 range, the carrier has 32000 range. Ofc, that sort of means that small ships shouldn't be able to go far distances, but with starbases of any kind increasing range of all ships, it sort of messes that up.
This is why I don't like the mb3 button, or click scroll wheel. I have a two button gaming trackball that responds better than my mouse, but can't use it it a lot of games due to that mb3 problem and not being able to remap it.
As long as you aren't locked out of performing actions - preparations that is - then it should be fine. The hybrid mode for civ v might be able to work, though in CivV, it's still simultaneous moves for everyone not in that war between players. That leads to other issues.
yeah, there's something to that. it all leads into bigger issues, such as -- should a large ship of X logistics size outgun X tiny 1 logistics sized ships? edit: though, I think the combat simulator hurts the small ships more than the larger ones wrt in combat speed due to the small ships getting to the enemy first adn getting shot first.
The only problem is see with moving to a % basis for components is that it would allow smaller ships to get more components than now, without using the miniaturization techs. That sort of breaks the larger ships should have more components Style. Granted, a hull size to engine power ratio should probably used so that larger ships need more engines to keep up with smaller ships. Likewise, if you assume the corvette is the standard, then ships smaller than tha
Yup, they will have to fix the queue to remove "wonder type" improvements from other planets when it's added to one. It's for every and all improvements that are meant to be built once. After that, it won't matter that you only get the bonus once - because you're meant to get it once.
[quote who="admiralWillyWilber" reply="16" id="3535254"] Another way to make things more difficult.at harder levels is if ais were less prone to aid you in time of war, and more prone to aid each other in time of war. When aiding you they gIve you less ships that are less advanced, while giving each other when possible more ships that are more powerful through their best technologies. At the hardest level everyone would be at war allied against you. Even allied with the pirates. Ev
you can see every ship in the diplo menu, so there's no real reason to 'cheat' it. The other side of that is if the AI can't see what's on it's border, it should just drop a military starbase there with a lot of sensors.
Does the AI have a function in it where it calculates which ship is needed, or 'best'? If so, it may not be that the ai is refusing to make different ships because it only knows to make one, it could be that the ai figure out that there's a problem with other types of ships. For example -- the tiny bombers are totally useless For most things. Tiny ships that get one shot are a bit of a waste when you can make 5 frigate level ships instead.