Moser_Alchemist

Moser_Alchemist

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

I like the 1 item per turn production, because it builds up accrued production points in both the shipyard and planet queues, which allows you to build things like huge ships and Citizens in one turn.

3 Replies 5,632 Views

One or more workers assigned to your homeworld is good for synthetic races early in the game, since you need as much social production as you can get to "build" population for colony ships.

15 Replies 51,730 Views

"Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangement? Because you must be if you suddenly don't need food production anymore." I guess the synthetics use the captured colonists to fuel their robot producing factories. .

85 Replies 256,419 Views

"I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet). Has anybody else had this problem?" Yes and its frustrating.

85 Replies 256,419 Views

"I think Crusade broke the Mega Events.... I've not seen the Peacekeepers, or SpaceMonsters, or really any of the really good ones since Crusade came out" I had both of these events in one Crusade game so they are still working.

12 Replies 21,531 Views

KIngmaker is for creating a custom civilization after opt-in on Friday. Previous custom civs don't count. It unlocks as soon as you save it in the Civilization Builder.

28 Replies 63,924 Views

One way to have universal starbases, that would allow the player to add economic modules to a mining base, or any combination of 2 types, would be by using a second administration point. A second way would be to have a citizen that makes a starbase universal. You would still have restrictions but still allow the players some flexibility.

19 Replies 55,032 Views

"The conditions for the third party would be that they are an ally of the defeated faction and also at war with the victorious faction, as UK was in the cited example." Or they are also at war with the defeated faction. They choose which victor to surrender to.

6 Replies 12,617 Views

" One of the most irritating features in GCIII is the surrender of a faction to someone other than the faction they are at war with. Can you imagine Germany surrendering to Switzerland to end WWII?" Well the Free French forces went to England after France surrendered in WWII. ;)

6 Replies 12,617 Views

At some point, it would great to have second and third tier promotions (DLC maybe) for Citizens. Ie Commander ===>Admiral===>(second tier promotion) ===>(third tier promotion) with each successive promotion costing exponentially more cash and resources.

9 Replies 11,493 Views

[quote]Mechanic Increase ship range +1 Permanent 1 Techapod or whatever resource is connected to ship range [/quote] Great idea. I'd add 10 promethium too since promotions usually use more than 1 resource type. Isn't range increase a percentage (ie +10%, etc)?

9 Replies 11,493 Views

I just noticed that the two choices for Manufacturing Focus, Military Industry and Social Industry are reversed. For example Military Industry levels workers, which increase social manufacturing, while Social Manufacturing levels Engineers which increases ship construction. My guess is that this was in all versions of Crusade. Since each level is only 1% increase to a planet's production, it would not have been very easy to see.

6 Replies 15,654 Views

The ship construction overflow tactic is fairly well documented. The social construction overflow mid game from Aid Research, etc can build up fairly quickly to the point where you can build citizens, etc in under 3 turns especially on a main production planet. You can see built up overflow in the planet build list by hovering over empty space just like you can for the shipyard lists.

2 Replies 21,540 Views

Unfortunately, for those of us who like to play synthetic, it seems like just another advantage for "flesh bags". ;)

12 Replies 43,283 Views

"And yes, I still think other factors should um.. "factor in" on the frequency of Great Citizen". There already is a mechanic for building citizens if you want them more frequently. The higher your production the faster they can be built. And since production is based on all the other "factors", they don't really need to be factored again IMO. ;) The question of whether they are too hard to build is another question all to together. You can probab

37 Replies 128,131 Views

Its in the right folder. The other mod, Advanced Terraforming, works perfectly from Crusade mod folder. After I finish my current game, I'll look at with fresh eyes. Thanks for your work.

22 Replies 81,972 Views

The only other mod I have is Advanced Terraforming, which should not conflict with your mod. My race's only difference from the Yor is the traits. I have Discreet and Adaptable while the Yor has Cybernetic and Adaptable. Both races are synthetic with no changes to the tech tree by me. Since I had Mods enabled already, because of the other mod, adding your mod before a new game, should have been all I needed to do.

22 Replies 81,972 Views

My custom race is synthetic which means it uses the alternate power tech line. I didn't create any new techs. I'm in the middle of long, fun game so it'll be awhile before I can add those lines. Thanks for the quick response and help.

22 Replies 81,972 Views

I was excited when I saw this mod. Unfortunately, I discovered that prereq tech needed to access your techs isn't available to research for my robotic custom race.

22 Replies 81,972 Views