Need3Lives

Need3Lives

Joined Member # 2385752
0 Posts 0 Replies 2,310 Reputation

Thanks - noticed this as well. Makes me almost not bother with even researching down that line, although the economic bonuses still make it worthwhile I guess. Curiously, I just received the boxed edition in the mail today, and I note that the included manual (maybe the same as the PDF as well) only mentions the government economic bonuses. So, perhaps that is the only intended bonuses and the government descriptions are simply wrong?

6 Replies 5,230 Views

I didn't see this mentioned in the patch preview notes, but I hope it is there. Since I generally game in 1-2 hour sessions, I save and restart from saved games frequently. I have noticed the following problems with the saved games when you restart one: 1) It shows the pop-up screen welcoming my new civilzation to the galaxy, as if I was starting a new game. 2) It takes me to my research tree and home planet as if I was starting a new game. 3) All production (military, socia

14 Replies 19,840 Views

Another point to keep in mind about defense is survibility and experience increases. Since ships gain hit points as they go up in experience, it definitely is of benefit for ships to survive many battles. Nothing like a medium hull with 150 hit points on it later in the game. Adding defense increases the chance that any particular ship with survive a combat - giving that ship a chance to repair over time (or be evacuated behind the front lines) - and gain experience, and thus hit points for futu

100 Replies 49,356 Views

Third - was wondering the same thing. Also, I can request they hand me some cash or a tech, but there is no way to truly threaten them. Additional options like you mentioned above, with the threat of war, would add a lot of additional strategy as well as flavor.

5 Replies 4,429 Views

I have played two medium games at Tough and won both pretty handidly. Trying my hand on a huge map now, also on Tough, and things are looking good. I am easily out ahead in social production, economy, population and research. For the early game, especially when you have just one planet with a starbase, I always buy colonizers as fast as I can (usually playing w/ Abundant habitables, so lots of early expansion to be done), often every turn until nearly broke. I often also buy that firs

26 Replies 30,140 Views

Outstanding - great support - very refreshing. In addition to the social production bug, as others have mentioned I hope the pop growth and research production bonus bugs are also included in this fix. AND - hopefully - don't forget the research bonus that is non-existant from economic starbases. Economic starbases do increase military and social production just fine, but are providing absolutely no benefit to research production.

74 Replies 47,348 Views

Ditto - saw this in my last game as well. Had donated with hopes that the minor would have a chance against a major they were at war with that I wanted to destroy but was gearing up for war against, and wasn't quite ready to attack myself. This definitely seems to be some type of bug. On that note, I also see the majors often having large stacks of ships (I saw one stack that was probably 20+ ships, some in fleets, some not) that just sit there even when they are at war. Perhaps they

21 Replies 14,696 Views

Same problem - seems to occur at random intervals of anywhere from 20 minutes to 2 hours (although generally haven't played longer than that in a sitting). Have to Alt-Tab out and restart the computer to alleviate, which makes it particularly annoying. 1. Geforce 6800 Ultra 2. No 3. N/A 4. Standard cursor Mouse: MS LaserMouse 6000 Hope that helps you track it down.

50 Replies 24,043 Views

Finding and fully exploiting a morale resource via a mining starbase really helps with approval/morale, and allows you to crank the tax rate later without risking rebellion. In one game I was lucky enough to have 2 such resources near my starting system, I was able to crank up to about 75% taxes in the end game and still be around 75-80% approval Poor little buggers... (literally and figuratively).

11 Replies 11,018 Views

It seems the minor races generally (always?) have class 15 planets. As for the other major races, perhaps by the time you are viewing their homeworlds they have improved them via soil enrichment? I know mid-game on my large map my homeworld is up to a class 14 or 15 thanks to soil enrichment and habitats.

12 Replies 10,990 Views

Indeed - this is very much needed, especially on maps where pirates have begun operations. Nothing worse than a pirate armada you don't notice roving around the map deep in your territory that you don't really look at that often any more. I have lost a few starbases as a result. I have also had issues w/ transports that snuck through, despite being on sensors. Ideally, there would be a toggle to even generate a pop-up warning when pirates or troop transports are detected by sensors in

8 Replies 14,473 Views

Excellent, thanks for the quick response. I did re-confirm this by starting a new game and carefully watching the starbase bonuses each step of the way up to the 25% bonus. Research definitely was not affected in any way. Also, I noticed that social production bonuses that are derived from technology (e.g. Planetary Improvements which gives +10% to social, military and research production) did not provide any bonus. I believe this has been mentioned in other posts, but thought I would

2 Replies 10,751 Views

According to the game screens, building and upgrading an economic starbase (not an economic resource mining starbase) is supposed to help improve military, social and research production. For example, one of my starbases currently states on the starbase screen: Military, Social and Research Production: +25. However, while upgrading this starbase with additional constructors to get up to the +25 bonus, I kept track of the military, social and research production numbers for the plane

2 Replies 10,751 Views