Not yet. Refer to Link Thanks, website generally broken then
BladeUKLtd
Same problem in downloads for me, using Internet Explorer
The downloads section is broken. Has anyone managed to get in there to get the new patch?
I always try to get eyes of the universe and aphro and grav accelerators as they are decisiv advantages. What research item gets you each of these three things pls?
Thanks guys That explains another one of this game's mysteries
Excellent, thanks guys. That explains it
I played a game and could explore anomalies straight off the bat with my scout, that I got free at the start. Now for my second game, I'm playing the campaign. But sending my scouts (with lots of sensors) results in the message "Only SURVEY vessels may explore anomalies". Any idea what I'm doing wrong pls?
Agree with the suggestion at the top
Game says I can have 21 starbases or so based on my logistics. But it lets me build unlimited numbers beyond that. Is it a bug?
When i click on an enemy planet, I see two influence numbers. The first is their influence I guess. What's the second one in brackets?
aphro is supposed to work on every planet if you build it on one of yours Thanks I just didn't see an bonus applied on my other planets.
aphro is supposed to work on every planet if you build it on one of yours Thanks I just didn't see an bonus applied on my other planets.
I didn't spot the option to sell trade goods. I'll have a look tonight. So, I'm right that aphrodisiacs only benefit the planet they're produced on? But if I sell them all the other race's planets benefit? So isn't it better to buy them then rather than produce them? Confused here
I have built buildings to give me diplomatic communicators and aphrodisiac. It appears the aphrodisiac only works for the planet the building is on. Is that correct? If so, it seems a bit of a waste. Do the communicators work empire-wide? I can't see how it could be otherwise. This makes it hard to understand the effects of trade goods.
All good ideas above Another key thing is to make the races more unique - and I mean really unique. Look at Starcraft for inspiration. Wonderful balance, yet chalk & cheese races. The Yor should discover how to (perhaps the dread lords teach them) remove their reliance on food (use fusion). They can manufacture population, so they can increase population faster by using factories
1/ More story campaigns 2/ Improve battle mechanics, so it's less mechanical. And also make researching/using defences economically more viable. 3/ Economy revamp. This involves de-linking tax revenue from population to some degree. Perhaps multiple tax rates a la Sim City, with appropriate impacts. Trade should be overhauled significantly so that initiators of trade get money, not buyers of goods (balance of payments - basic economics). Buyers actually to pay th
Thanks Seems a pity though that approval *only* affects population growth. Seems a missed opportunity.
Excellent, thanks!
Does anyone know what the effect of approval ratings (with the basic government, so ignoring government effects) is? (In v1.0 apparently population growth stopped below 30% approval for example.) Does it affect battle morale/outcomes? What about economy? Population growth?
Clearly the manual is now wholly wrong about population growth. So, with version 1.11, how does population growth actually get calculated? Is it exponential? Does surplus food affect it? Does approval affect it?
Agreed
I've no interest in multiplayer whatsoever. But I would be interested in an expansion with 3 more fully fledged story campaigns. I'd buy that