Moser_Alchemist

Moser_Alchemist

Joined Last seen Member # 802082
9 Posts 253 Replies 518 Reputation

[quote who="Jigarothu" reply="15" id="3743602"] So you can do extreme planets? [/quote] I stand corrected. I checked my tech tree closer and you are right. Extreme Colonization is NOT there. The two techs normally immediately before and after EC are directly connected. In my first game with 3.6, I happened to have zero Extreme Planets in range. I captured a couple from an AI that colonized too close to me. It should be an eas

71 Replies 311,206 Views

[quote who="Jigarothu" reply="9" id="3743518"] what about a fix for regular extreme planets for superior lifeforms aka synthetic, it works for everyone else though, or maybe it's just me? it's still there for carbon and aquatic and now silicon, but still not the machines.... [e digicons]:([/e] [/quote] My machine empire can colonize and terraform. You might need to validate your files.

71 Replies 311,206 Views

[quote who="Publius of NV" reply="73" id="3742505"] Do you happen to know if the devs intend to fix the synthetic and silicon tech trees? [/quote] No idea! I think the current tech tree for colonization and terraforming might need major reworking to accommodate non-carbon races. It took me quite awhile to find a workable. but lousy, fix to allow my synthetic race to get advanced colonization and terraforming techs. <div class=

79 Replies 461,928 Views

This mod works fine with Retribution as long as you play carbon-based civs. The synthetic and silicon civs currently have broken tech trees for colonization and terraforming. Personally, I gave up waiting for Stardock to get their act together and modded the master tech file by removing the preclusions for Xeno Adaption and Xeno Biology so I could play my custom synthetic race.

79 Replies 461,928 Views

Yes it said 3.2. However, based on your response, I went back to Steam and validated my game. I got that 5 files reacquired message, that I haven't seen for awhile. I'm sort of surprised that steam doesn't automatically check files after an update. I'm still seeing the same values.

26 Replies 178,946 Views

Sigh, the synthetics get only O.1 population for 1 Durantium again. These wild swings instead of incremental adjustments makes it difficult to assess balance issues. My observation is that 0.1 pop for 1D puts synthetic races at too much of a disadvantage. On the flip side, +1 pop for 1D and 1P does the exact opposite. My gut feeling is that +0.3-0.4 pop per 1 D might be closer to a good balance.

26 Replies 178,946 Views

When you look at the shipyard screen that shows you the production contributed by each planet, the green numbered values show "in range" planets for colony ships to grab population I think.

6 Replies 15,334 Views

The synthetics need rebalancing. One Durantium to get 0.1 population growth is ridiculous. If you mine 1 Durantium, you get 0.1/turn. That's 100 durantium-mining turns to get 1 pop. :(

36 Replies 281,190 Views

I always thought that each minor should have 1 unique indestructible building that has a unique ability. Examples: building that trains ships in orbit. gives empire-wide morale bonus gives empire wide soldiering bonus. builds 1 global legion every x number of turns allows production of unique ship at shipyard gives ideology points at double the rate of the normal ideology buildings Minors should all start wit

18 Replies 67,677 Views

"Have people seen the AI use Espionage?" Yes, but just like me, not a lot. I've seen spies deployed on enemy planets by another AI. I've had techs stolen by spies on occasion. The AI and I have better uses for citizens. Even the "recruit spy" also requires resources that are sometimes better used elsewhere.

2 Replies 9,479 Views

"Moving citizen on the map make little sense anyway, when you have agent and diplomat moving instantaneously..." I totally agree with this. It takes x number of turns for a Citizen to reach a planet, but it can be recalled directly to your home world in the same turn? Pick one mechanic or another. I would definitely prefer the latter one. Everything involving citizens should be instantaneous.

19 Replies 131,323 Views

I discovered that if you overpopulate synthetic worlds, you get 2 added bonuses. Synthetic worlds' populations don't decay and you don't have to worry about morale. I guess that perhaps the old cap of 100 population for these two things kicks in.

28 Replies 175,078 Views

"thanks, but how can i create an unassigned legion> as far as i can see, i can only build them on planets directly" see reply #1 You get 5 legions for every General citizen created. Promotion of General gets even more.

6 Replies 54,878 Views

"i got a planet with 2 legions(earth), got the shipyard near earth, but i cant build a transport because of the lack of legions." FYI once you garrison legions to a planet, they are no longer available for invasions. Unassigned legions are considered a global resource. Another words if you have legions unassigned, you can build a transport at any shipyard. On the flip side, transported legions can't be garrisoned. My advice is too go offensi

6 Replies 54,878 Views

[quote who="leiavoia" reply="3" id="3711513"] The balancing downside is that it takes an excruciatingly long time to manually build their population up. [/quote] The Yor haven't lasted long in my last few games. In fact, I've had to prop them up with tech, etc to keep the other races busy.

7 Replies 28,162 Views

Hi, I had the same problem. Its a Steam problem. It says its installed after buying it, but it really isn't. I unchecked Intrigue in DLC list and rechecked it. As soon as I rechecked Intrigue manually, the download started.

8 Replies 96,602 Views

Your Arnor Spice doesn't disappear. Its likely being used to auto-upgrade improvements. I always shut off auto-upgrade on all worlds, so I decide where resources are best used.

4 Replies 7,696 Views

The synthetic AI can easily be hamstrung by a lack of either Promethion or Durantium. Early game the Yor build colony ships with 0 population that can't actually colonize. Those admin points should be used to mine the above resources. The Yor need to go tall rather wide early game, until they reach a high enough population to colony rush.

15 Replies 1,182,663 Views