Akapopalous

Akapopalous

Joined Member # 2426422
0 Posts 0 Replies 73 Reputation

The rally point operation is fussy. Sometimes when a ship is produced on a planet with a rally point it just stays outside the planet as though it were launched and forgotten. Sometimes it fails to rally and waits for your input like it was a ship that was sent somewhere and got to where it was going. I think this happens when it is launched on top of (or near?) other ships in the area. Sometimes the blue ship arrival counters become perm

42 Replies 25,229 Views

When looking at the buildings list on the colony screen, I would prefer all the common buildings (banks, farms, stadia, factories, labs, embassies) be right at the top of the list with no scrolling. Bonus points if each type is in exactly the same place as you get better grades of building. (For example the factory is aways first, the lab second, etc.) It would be nice if on the page that shows what all of your colonies are up to if it als

894 Replies 392,839 Views

The ship waypoints operation is fussy. Sometimes a ship that is produced and sent to a waypoint stays just outside the planet instead of going where it's supposed to. I think this happens most often when it 'spawns' on top of another ship (such as another civ's trade vessel) Ghost 'arriving in' countdown timers sometimes become permanant.

350 Replies 164,690 Views

Yes, you can flip the last planet of a civ. They will even say it it the last planet in the flip notification. You cannot, however, flip a 'minor race' planet with culture at all.. So my guess is that was the planet you saw.

9 Replies 6,924 Views

I haven't heard any alternatives that wouldn't create a worse issue or require a drastically different economic system which isn't going to happen in a 1.x, that's more of a sequel thing. Any changes to the system would have to fall under these guidelines: 1) No dramatic shifts in net revenue that aren't us

120 Replies 135,576 Views