I've had a symbol like that when I moved my own capital to a precursor planet =)
ManiiNames
Thank you.
Sure. Steller is currently being used instead of Stellar.
Personally I think sensors are in a good place now. The low end sensor modules are bulky and don't provide much vision. The high end sensors give incredible vision but are extremely xpensive. much better balance than we had before.
Thank you.
I also find this annoying.
[quote who="mqstout" reply="17" id="3632884"] Is it reasonable to redesign the starting colony ship to be just cargo hull, colony module, and engine(s)? I noticed they come with a lot of life support. [/quote] I have two colony ship designs, one I call "Basic" and one "Stripped". The basic model has a colony module, two range modules and two hyperdrives. The "Stripped" version eliminates the range modules. Use the "Basic" model to expand into an area, and t
Invasions don't have a lot of depth right now, but that's fine for me. Lots of other parts of the game have other things to do.
Then in the Ship Hull line (Orbital etc) each set of the "Pick One of Three" tech choices has an option for increasing hull size.
Sounds good, thank you Pshaw.
It seems obvious, that it would boost one of (Research / Culture / Economic) bonuses from relics. But I can't actually tell if it's doing anything or not and that is frustrating.
[quote who="COSIAN" reply="1" id="3632579"] Can't you just remove the ship yard on the new star base SPONSER SETTINGS screen when you place the star base? [/quote] Sure, but you have to manually do it for each and every Starbase. It's a PITA.
Same, message appears.
TY for your efforts. Well done.
IntelliJ is a wonderful program. After a patch I can select the entire directory and get a list of all changed files, and the changes within them.
Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules. Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you. Patch looks good overall. TY for your efforts.
Issue: Value is missing from starbase range for military starbases. Previously, Military starbases had this modifier on L2024: StarbaseRange Starbase &n
My bet would be on Multiplier.
@Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/DLC4_PrecursorWorlds/Game/DLC4_ColonizeEventDefs.xml SensorPower Global Colony
Yes, you are correct.
Thank you Mormegil.
I prefer the Arcean technology tree myself, primarily for the amazing free movement. It's pretty easy, without min-maxing too much, to get +12-14 movement for all ships.
Pretty sure I have #4 and it shows ~Sensor Power~ and Flat +2. What was changed in #4 was the Scout event, not the planetary colonization event. (opt-in #4) The Scout ideological Event now uses Sensor Power with a % bonus, instead of a flat range bonus.
Issue: The current implementation for the Precursor Satellite colonization event offers a choice for +2 Sensors. Unfortunately this is +2 Sensor Power, which is basically zero. Issue: This appears to only enhance sensor capability for ships and planets, I would assume it should work for starbases as well? @Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/D
Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken.