I finally researched huge hulls to find I had to design my own. The result was the first ship I've been really happy with: <img s
peregrine23
I have never moved the planetary wheel, because managing by planet has always been much better. That said. I am currently 300+ turns into a game where I am specializing all my planets in population and keeping a balanced economy. It is going well and I can see using the global wheel in this game, though I have chosen to keep it balanced the whole game so far.
The adjacency bonuses are pretty obvious, as they should be. The decision points come when space is limited and you need to choose weather to give up an adjacency bonus for a different kind of building that would help your planet, and also when to give up a tile bonus for an adjacency bonus and vice versa. The former will be more important if they make it more important to build approval buildings, but there are also influence buildings, military, and trade buildings that will likely make the
I know many have asked for this, but I don't want it. The zig-zag accurately displays the distance the ship travels and the space it is occupying at any given time. I prefer accurate to pretty.
[quote who="DivineWrath" reply="6" id="3488435"] By the way, did you get those numbers from planet improvements or some other source? I'm thinking that things become less efficient if a manufacturing bonus gained from a planet improvement wouldn't be better done by a research or economic improvement. [/quote] From the numbers I have seen, Economic Stimulus and Research Project are only useful in very limited situations. It is very hard to get a planet above the break
[quote]I'd love to be able to designate "production worlds" and the like via a governor system. [/quote] If you look to the right of your Govern Planet screen you'll notice a window that says "Planetary Governors" with new, delete, and use buttons below. These are "coming soon," and I'm pretty sure they'll be what you are after. [quote]4. Credits are worthless: [/quote] They will be more useful when you can trade them for st
[quote who="Chibiabos" reply="4" id="3488424"] And again, the problem with that is it will impact production on all of your colonies which is not always an appropriate cost when you may have only a few of your colonies that have nothing to build, but others that have a queue to complete. [/quote] I'm pretty sure DivineWrath is setting the wheel on the planetary level and
They said the patch (not beta 2, just some bug fixes) will be out late this week. I think today was the target, but I wouldn't be surprised if it doesn't come until tomorrow or even early next week.
So I did a bunch of testing on this at least as it relates to Economic Stimulus and Research Project. The projects grant production to their area, which is then modified by any planetary bonuses in the target area. The amount of production transferred depends on your raw production, modified by your planetary manufacturing bonus. The break-even point where projects become as good as setting your production wheel is around +300%. If your manufacturing bonus is more then that you should build a
[quote who="DARCA1213" reply="22" id="3488242"] If I understand you, they think going to a planet twice for one improvement is reducing micromanagement? [/quote] Because of auto-upgrade you will build your highest level version without having to return to the planet screen. That said, there should be a way to go straight to the highest-level version.
Thanks for the repost Larsenex!
It also makes the fast attribute have a huge impact. With the Altarians, getting ships with a 5 base move is very easy. This is a dramatic difference from the Iridians, who at the same tech level have a base move of 3. Considering that even late game adding engines to a ship can mean a major trade-off in combat capability, this is a pretty huge advantage.
[quote] there is not really a step upwards concerning the appearance of this game noticable.[/quote] You obviously haven't played CG2 in a while, because the difference in appearance is striking. Certainly, with it's heavy reliance on tiles and high level of abstraction for things like planetary improvements, it shows its strategy board-game roots; but for many people that's part of its charm.
They mentioned that the most efficient way to build is to build each level on the way, so they made that happen automatically to reduce micro. I think they should change the "all" tab under available improvements to something like "current" and make "all" show the upgraded versions as well. That way, not only can you see what you'll eventually end up with, but if want to rush-buy a later improvement, or if you can build a later improvement in 1 turn, you have that option. Another way to g
During my first game in the beta I was confusing production with manufacturing. I have seen many others make this mistake and I think it leads to a lot of confusion about what certain bonuses do, and how the economy works as a whole. My suggestions would be to change the term from "production" to "productivity." This emphasizes the connection to population, as well as moving it far enough away from the idea of manufacturing to avoid confusion.
My favored solution to this issue would be to apply excess production to the next project, potentially even allowing multiple ships/improvements to be built in a single turn.
A few more notes from my game as Iridians: Iridium world is effecting the entire civ rather than just the plant on which it is built. All my planets currently have +750% wealth just from these improvements. Having many starbases visible seems to effect performance. I have an area with 10 starbases placed as close together as the can be, and animations (specifically of ship movement) are very choppy when this area in on screen. Roun
Hey a...unlocked improvements like the Xeno factory and the xeno research laboratory don't show up when reloading the game, and possibly don't show up to be built at all unless the basic versions are there to upgrade on the same tiles. Fyi. I'm surprised being the first to say this.
I think the problem may be with your strategy, not with the game. Here are a few tips: Specialize worlds: Because everything runs off of % modifiers now, it is much more efficient to have each of your planet produce research, wealth, or manufacturing, rather than having them do a little of everything. For research and wealth worlds, I usually set the circle to 50/50 manufacturing and research or production until I've built my buildings, then switch to 100%. I do t
"2. There's no way to rebuild your survey ship if yours gets destroyed, without making a custom design." There is, but you need to get to medium hulls, as that's what your initial survey ship is. Once you do that, there will be a survey ship that looks exactly like your initial one available to customize and build. 1. I'm unable to do Soil Enhancement, and any of the Terraforms (including Ultra-Terraform)
Here's how I understand it: All the tiles on your planet are Marked at different levels: usable, salvageable, decent, lesser, almost useless and useless. The usable tiles are available initially. Then, as you unlock the terraforming techs, you gain the ability to terraform one tile of the listed quality or better. There is no guarantee, however, that there will be any salvageable, decent, lesser, or almost useless tiles on your planet. So what is happening in your example is that
Thanks for the list!
Workaround: disband any fleets, move any ships with moves left off the tile. I have had to do this a few times.
Auto-improve is a feature, not a bug. It can be disabled on a planet-by-planet basis through the Govern Planet screen just above "rename planet."
Pretty sure starbases will stay stationary.