As a side note, in mid to late game, I often resort to turning off military production on all but one world, setting the social slider to 0 for the entire galaxy, and then setting the military slider to give me EXACTLY ENOUGH production to finish the ship I'm building in 1 or 2 turns. This works especially well when you want to churn out a lot of the same ship. There's not much good to say about a system in which you have to do so much
VelvetDevil
Agreed! Production overflow is a MAJOR convienence to players. Otherwise, it comes down to a lot of work on our end trying to reduce such wastefullness. And as for the social non-production waste.... that's being slammed by so many different forum posts, I'm sure we don't need to go into it again here.
Citizen drank, 3 cheers. You obviously took some time to gather data and present it in a clear, straightforward manner. For this, you deserve praise. Note to stardock: clear and straightforward data garners deserving praise, confounding and obfuscated data... not so much. Perhaps we should develop, for the collective good of forum readers, a list of Racial Abilities that *do* work as promised. I'm beginning to suspec
Indeed. Further, it encourages a player in later stages of the game to micromanage their galactic social spending. I often drop mine completely to zero, raising it again only when I get new tech that allows for upgraded buildings. I immensely dislike the system as it stands. It's not just described poorly in the manual, it's entirely unintuitive. What *would* help is sliders on individual worlds, rather than "focus", that allow
On the "Load" screen: Double clicking a game file should automatically load it. I find myself double-licking it, waiting, then realizing that I must manually hit the "Load" button. Perhaps I'm a slow learner, or an old dog, but I do this *way* too often, and it has become rather annoying.
1. Are the relations given under race reports the ONLY factors used? Because the AI doesn't seem to behave as it says they should (eg, WARM race demanding tribute, etc) 2. Waypoints use cartesian coordinates, and yet I can't find the coordinates listed ANYWHERE for planets, ships, etc that I have selected on the galaxy view. They should be, they REALLY should be. 3. Further, with waypoints, it seems too bloody hard to find them,
But this seems like one of the things they really dont like trading to me. I had a torn in my side influence starbase and they wouldn't trade it no matter what. But I came up with another idea, make another race declare war on the guys with the starbase and give them a ship next to it Using other races to do your dirty work is
You think that's crazy, I booted up my custom race last game and somehow had leftover bonuses from the previous custom race still there. My total point pool was at -5, far more than it should have allowed, and yet I could still play the game.
/signed I love using custom races, and would be quite pleased to have the option to choose the attributes of my starting system as well. Great idea.
I agree, I had a game in which one enemy race had been surrendered too early and quickly had as many planets under their control as all the other races combined. They held all systems in a wide stripe from one corner to the opposite corner. No way they did that on their own.
Also, social production eats money whether it's being used or not. If you've got your economy set up well, it won't be a big deal. However, if you want to minimize the money being dumped into a nonproducing planet, you can focus on military spending (click on the military production output box at the top of the planet scre
Scroll rate should be respective of your screen size, and should not change respective to screen size when you zoom in or out: Example, it *appears to me* that when you zoom way in, let's say, on a ship, and move the cursor to the edge of the screen, the scrolling will jump quickly away from the ship. When you zoom way out, to the galactic view, it *appears* to scroll very slowly. This is quite counterintuitive, and leads to many
Manipulating ships at planets is cumbersome, most especially if you've just moved a fleet there and wish to move it off again. SUGGEST: Keeping ships that were part of a fleet as they entered orbit "together", and highlighting them in a colored box. If the player wishes to eject such ships, they may use the existing "launch ship" button, OR a newly created "launch fleet" button which would launch all ships of that fleet, and keep them in a
Trade Screen Improvement!!!!! When trading technology, I want to know how many research points each one is worth. I don't have a tech tree foldout, and it's a hassle to try and remember it all. PLEASE put a value next to each trade item to show it's relative worth. FURTHER, it's annoying to constantly click on and off new techs, trying to max out a deal. Take a note from Civ and include a "what would make this trade work?" butto
In the main galaxy screen, when I select a ship, I often want to know two things: 1. Where it's headed (ideally shown by a line / arrow to it's destination, when selected). 2. What it's logistic / fleet value is. It's frustrating to not know whether/not you can put two ships together in a fleet until you actually move them onto the same square. Both of these pieces of info should be readily viewed in the zoomed out galaxy mo
Can anyone from Stardock confirm the function of starbases on trade routes please? Aka, BUMP.
I would like to see starbase ranges of influence displayed on constructors before i build so I can see the area its going to effect. Yes please!!!! #2: In the main galaxy view, when you select a planet, show what it's building socially, and how many days are left. #3: When I h
I'm having a hard time building up my colonies after teching up certain tech trees. Last game, for example, I went up the tree that gives factory advances rather quickly, and before I knew it, my non-homeworld colonies couldn't get their industry going because they were taking too long to build their initial inustry base. Is there any way to get them to build the basic factories first, and then upgrade them to the high-tech factor
Thanks Mormegil! And is Tony correct then that a traderoute "touched at all" by such a starbase receives the trade route bonuses as well? Regardless of where on the route it, or the tradeship, happen to be?
And a follow-up question! If a planet is partially covered by the influence radius of an economic starbase, but it's square is only, say, 1/3 shaded by it, does the planet receive full benefits of the starbase?
I'm fairly certain that a starbase doesn't help your partner, Spleeze. And Tony, I appreciate the comment, but I'm hoping to get "hard confirmation" from a Stardock employee... things that seem intuitive sometimes turn out not to be (> Frog around?
As I understand it from the manual: A traderoute, once set up, has a ship travel back and forth along its length. The farther the ship is from your world, the more money it's making. An economic starbase with "trade" modules increases the amount of money from a route while the ship is within the influence area of the starbase? And while the ship isn't, it does nothing? Doesn't this mean that you're better off making short trade rout