I was a little worried about this until I saw the the AI running around with the sensor ships I designed. Now I figure all is fair. Also, those sensor ships are super fragile and cost you 1/2 your initial credits, so its not like it is a choice without risk or opportunity cost.
peregrine23
As mortili said, it has been established that Political borders in this universe do not extend beyond planets. Nobody controls space. And, quite frankly, the mechanics for ZoE would be ill-suited for ZoC. It is way too easy and common to overtake other people's planets, ships, and starbases. Instead I'd like a more robust set of diplomatic tools to deal with your borders. So you could "close borders" which would make you suffer a severe diplomacy hit, but the AI would know that you mi
I am currently trying to submit a bug at esupport.stardock.com, but nothing happens when I hit the "submit" button. EDIT: Exited out and redid the ticket and it worked
The problem is that the "cancel" button scraps your ship with no confirmation message. It is not an "undo" button as one might guess. I bugged them about this in beta, but they never changed it. I have lost a number of ships to this as well. If you want to remove a single part, double click it in the part list at the bottom of the screen.
[quote]Watching my battles on the battle viewer (which seems very poorly done) it doesn't always seem my ships fire all the missiles. I make big ships packed to the gills with weapons, but it looks like they will sometimes shoot 2-3 missiles then other times they will fire 8. Has anyone else noticed this? [/quote] Not sure if this is what is happening because I'm not seeing your battles, but there is a little bit of a weird behavior when you do lethal damage to anot
They repair faster in your territory and even faster when docked in a planet or shipyard, but even then the repair rate is very slow, especially for the larger ships. I think they need to change the healing rate to %max from a flat number and give docked ship healing a big buff.
While I agree that models that are identifiably female among the base races is low (by my count 1 felmale, 5 male, 1 robot, 1 indeterminate), there are at least 3 portraits for custom races that appear to be distinctly female, and many more that have no obvious sex.
Welcome! This game can I like too!
This is just good PR, good job guys.
Awesome
It's a combination of both, though I couldn't give you a ratio. You can see the numbers in the trade screen. I usually send trade ships to any very rich planets and to the farthest away.
I think this was a good and fair review, well written. There is so much good about this game it is a shame there are so many little annoyances. Stardock has an excellent track record for continued support though, and the release date on this game feels a little arbitrary as I don't think this is a "finished" game, if such a thing even exists anymore. It's going to continue to get better not just through DLC and Expansions, but through consistent patching as well.
Just put in my review sitting at 81% positive. Good job with this game guys, hope it sells well.
[quote who="Malabolg" reply="17" id="3547372"] I can't help but feel it's a bad sign that working out how to build up a planet is this complicated and counterintuitive. [/quote] I don't know, figuring it out is complicated, but the results seem pretty intuitive to me: If you want a research world, keep your people happy and build research buildings.
just curious, did you try entertainment->hospital, then labs? Is seems like growth should be important.
There are a few consequences for war: 1) It takes population to invade planets. This means you have to weaken one of your planets to take another one. 2) Diplomacy. People will like you less. I have to admit, this matters less when you are killing them all anyway. 3) Approval penalty. You have skirted this, and it isn't that severe anyway, but too many planets can cause some trouble. 4) Oppertunity cost of military force: that production could have been use
I had a very similar experience to OP and agree with most of his feedback. I was a little more active in the beta stages, especially in the short time after each patch was first released. I have found the experience of watching this game develop very interesting. I also liked the ability to "invest" in GCIII by paying a larger sum up front which I am confident will pay off as the DLC and expansions pile up. P.S. I've seen some badges for the new RTSs, but none were
I was going to make a post about this a while ago, but forgot. I think that the first tech in the colonization tree should grant Assembly to any synthetic race. It will still be very hard to grow as a synthetic race using another tree, but it will not be impossible.
You can see all the bonuses to trade routs on the trade routes screen. In general, you want all your trade to originate from the same wealth-producing world as close to the edge of the galaxy as possible.
Yes, though the AI should make this more clear. Influence starbases have their own influence that they spread in the same way as planets. They also grant bonuses to the influence of planets in their range.
Just curious, where exactly is all the micro you guys are complaining about. I tend to do very specialized worlds. I set my slider to some ratio of manufacturing and science/econ while I am building, then switch it to 100% econ/research. I do have to go back through my already optimized planets when I research an applicable tech, but I don't find that that daunting. What are the specific adjustments you are looking to get rid of?
so prolific works even when you're not first settling a world? That's a huge bug.
There are very good suggestions. For a game that lets empires get as big as this one does, the tools for management seem very poor.
I think all buildings that give big adjacency bonuses but do not receive them need to be looked at. Most of them are very weak. Their outgoing bonuses encourage you to place them in a central location, but when you do, you miss out on a lot of incoming bonuses which makes them much weaker than they appear at first.
So, I know it's probably way too late for this, but can't we get rid of food as a stat in this game? We have two different stats in the game that dictate max population, do we really need both? It seems to me that with Approval in a good place, food becomes redundant.