I think you just made that up - you just want to see if we'll actually do all that [e digicons]:rofl:[/e]
scifi1950
This was super helpful Wotan. Maybe Rhonin_the_Wizard can put your posts on his guide list https://forums.galciv4.com/512141/community-guides-list under modding.
A couple of others are - 4. Discover Universal Translater tech 5. Colonize a planet and have one of the event choices give you a point Don't be afraid to hold Culture points in reserve until you unlock an ideology you really can really get a benefit out of, because as TheNightman36 said, they're pretty rare. I'm on turn 351 and have gotten 11. The actual Ideology traits that you need to unlock to use your Culture points are obtained in basical
I'm pretty sure the Devs are working on a fix for this. The only way to use a blocked shipyard right now is to either wait for it to go idle or search for it -
Not sure, remember the Devs talking about adding this feature at some point. Try asking on Discord. The hardcore players tend to flock to there & love to answer questions like this.
Capstone not giving speed boost
I asked the question on the Q&A & the Devs did promise to add the ability to assign factions to Custom Civs. They did not say how they are currently assigned. Someone told me on an earlier post they thought they were linked to the base civ you copy, but that was not true for my custom civ., so I still have no idea how the factions are currently assigned.
If by "stack" you mean - can you surround a core world with Economic starbases and receive the benefits from all of them - the answer is yes - <img src="https://cdn.stardock.us/forums/18/60/1860429/9f686
I'm pretty sure I've seen this one reported, but if so it's still happening. Took over a Torian planet thru influence. It has no capital and there is no way for me to add one.
Colony upgrades should tell you how many you have available. I know I have some multiples, or at least I should have, but there is no way to know if I'm using 1 of 1 or 1 of 3.
[quote who="DerekPaxton" reply="6" id="3850084"] This is great feedback. I wonder if it's worth making all citizens of a specific race have the same stats? Derek - Please do not do this!! If I have a planet that is pumping out Research I want to be able to find a couple of geniuses to really enhance it. Soldiers need high resolve to make planet invasion faster. Food planets need farmers with high diligence. If players
I just turn off all the victory conditions except "Conquest" since that's the only one that matters to me. That way nothing stands in my way until I've crushed every other Civ [e digicons]}:)[/e]
Welcome to the "I didn't know random numbers could be so evil" club [e digicons]}:)[/e] Just for kicks I loaded the game, colonized the planet, and assigned a Governor. It had "zero" tiles with food bonus. It couldn't feed even a starving Mimot!
Picasso's not invading, he's the new defense everyone's been bugging Frogboy for. You can't invade what your sensors can lock in on [e digicons]:jafo:[/e]
Brad has discovered an AI Picasso [e digicons]}:)[/e]
Is this "Discovered through chaos" something new you added? I haven't seen this before. Great idea, but you should make them come up as an event. I didn't even know these were happening!
Left click on Civilization management Icon (far left) on control panel at bottom of screen. Tax settings choices (not a slider) top left under Civilization Overview.
Freighter ships are used to establish trade routes with other Civs (as Basilisk83 said - as long as you're not at war with them). Establishing trade with other Civs helps with their positive view of your Civ. You can only send them to Core worlds. I usually target capital worlds (esp. Minor Civ capital if close). I've always assumed the higher the output values of the world I pick will yield a better result, not really sure if that's true [e digicons]}:)[/e] &nbs
[quote who="cayenne_spicy240" reply="5" id="3849584"] This was an issue reported during the beta after custom civs were added. In some cases custom civs lacked "template" ships of certain types, and so the default ships which spawn when researching certain techs (such as asteroid mining), "mission" ships, and/or prototype ships were not appearing correctly for the custom civ. It seems to have not been resolved. [/quote] It was resolved for my custom civ [e digicons]}:)[
Not sure how familiar you are with the GalCiv games, but if you're new, you can easily verify if the game is actually sending out the tiny mission ships. Click on the red ship icon in the upper right hand corner. Scroll down the list. If you see a Scavenger mission ship then it worked. If not then there's an issue.
There was a problem with that but they fixed it (at least their fix worked for me) in 1.0. By any chance are you using a Custom Civ created prior to 1.01 or 1.0? You might need to recopy your Civ & reset your fleet so that you pick up the little mission ships.
I agree with Gypsy2299, as long as I don't click on the next action Icon (bottom right corner) when it's yellow, the game will allow me to do whatever I want without advancing to the next turn -
Please add "Support Field Stabilization" module to Mining Starbases so that we can reach that resource on the far side of Blackholes. I just noticed that there's one hex which picks up all 3 resources on a black hole, but this feature would still be useful when 2 different resources are very close or a relic is just out or reach.
Highlight/Left click to select ship (use shift key to select multiple ships) you want to remove from fleet. Then go to map and click any hex other than hex the fleet is on & they'll eject. I agree it'd be nice to simply have an eject key similar to shipyards & starbases.