I play synthetic so I set it at 100% tax rate (no morale penalty). Note: synthetics have fewer econ buildings. I'm guessing that you're playing non-synthetic and thus need to build more econ buildings and have more trade routes. You might need to build a few economic (money) planets to build GDP.
Moser_Alchemist
"2nd up, when your economy shows you gross, say 342 per turn and your spending is 109, yet you are in the red and not gaining those credits per turn. Missing something here?" What's your tax rate? Lower taxes mean less goes to government spending.
"I was just using a solo privateer trying to snipe pesky constructors/starbases in both my territory and neutral space." Well that's odd. I use Privateers every game including current game with 3.0 and they work just fine. :/
I guess that I should have been more clear. When I said "only Privateers", I meant Privateers that are not in a fleet with non-Privateer ships. Only Privateers (or fleets of Privateers) can attack without war. You need to remove the Privateer from any regular fleet for it to work.
"Upgraded an admiral to "defend" my borders but every action seems to be an act of war ie attacking ships/starbases in and out of my territory is a hostile act. Is it just bugged or am I doing something wrong?" Admirals aren't like Privateers. They're treated as normal warships. Only Privateers can freely attack without war.
"After I captured a colony I put it to "Aid Economy". It said it will take 5 turns. In every turn it asks me again what to build (not after 5 turns). The build list is empty every turn, and I put again "Aid economy"." That's because you also captured the colony's accumulated excess production. Until you burn through it, you will be able to build things in one turn. I usually will use large amounts of the accumulated excess production to r
It would appear that 100% taxes has no affect for synthetic races.
The code is given in the Steam discussion for 3.0
Here's an idea! The first thing you need to mention is the version you are playing. Base game? Crusade? In Crusade, military production and social production are independently derived from raw production. You can't convert one to the other. Shipyards need to be assigned to planets to not lose military production. (Design decision, not a bug)
"but I also used to love reading posts on GalCiv without filtering through legal posts about Star Control, and other random posts from other games I do not play." You know that there is a GCIII subforum presorted for you. ;)
Publius, your link is for SoL's anomaly mod. I think you meant the link to go to SoL's mission mod. https://www.nexusmods.com/galacticcivilizations3/mods/109/ You can increase costs as you see fit.
Overall population max cap is now the same as planet quality. Ie A PQ9 planet can only support 9 population. The cap can only be increased by "terraforming" new tiles which raises PQ.
I run multiple mods with this mod. I found that if you put all "game" files in one "game" folder, all the "text" files in one "text" folder, etc. in the "mods" folder that I got rid of any problems with mods not working together. Hopefully this will help you. As far as I can tell nothing about 2.8 should affect mods.
[quote who="Sycloness" reply="59" id="3703940"] just tried v2.8 and this mod is not working. Any one have a fix for this mod? [/quote] It still works for me playing 2.8.
The bug where scavenging AI citizen transports locking up the game has been reported a few times. For now, avoid attacking citizen transports if you have the scavenge ability. No idea if AIs with scavenge ability have the same problem.
FYI: 1)if you have xanthium, you can send out the mission to get free random ships. You can get constructors, colony ships, and surveyors (the latter 2 can be decommissioned to get 1 administration point). 2) You can "scavenge" constructors (as well as colony ships and surveyors) with privateers for extra points too. (scavenge abilty) 3) You can buy ships too.
Actually you do get back an admin pt when you decommission a survey ship. If you check the available admin pts, it will increased by one for every survey ship decommissioned. Also you can decommission colony ships to get back the points.
"I would have to say no to that. From a realistic standpoint it would be impossible to build a large enough habitat in space for 1-10 BILLION souls (10 if you are lucky enough to get 3 nearby stars and they all fit in the SB aoe ring). Increasing pop cap by .1 might work within a sci-fi aesthetic but not a full point." Realism? Are you kidding me? You mean like moving billions to another planet. ;)
How about a +1 population cap starbase module (habitat ring)?
"How does that cap affect synthetics such as the Yor who have/had a pop cap of 100?" Synthetic races use same cap as other races now.
I use the old school method. I write down important locations with notepad and a pencil. LOL
"One trick for your colonization endeavors is to load only 1" Or 0.5. :)
"It will then colonize planet with 0 population." This happens when a colony ship is built at a shipyard assigned to a planet with 1 or less population. The ship launches with 0 population. It seems that only the presence of a colony module is checked when trying to colonize. Players can do the same thing.
Seriously, 1 Promethion and 10 Durantium to build 1 synthetic population. :(
To problem with a strategy guide for this game, is that the best strategy depends a lot on your race. ie A Scavenging race like the Snathi should build a privateer ASAP. A scavenging privateer can "acquire" colony ships, transports, constructors and small warships with no penalty. The synthetic races should build population, when ever possible. The 100 population cap with no morale penalties is very powerful. Since 1 pop point