androshalforc

androshalforc

Joined Member # 2704073
41 Posts 558 Replies 1,431 Reputation

[quote who="Bamdorf" reply="5" id="3557157"] As was said, if you move your mouse to the lower right hand production queue panel (in the colony screen) and hover over a blank space, it will show you how much carryover you have currently. [/quote] also true for the bottom of the shipyard que the big problem with this is that you have to hover over empty space meaning if you have like 5+ buildings in your planet que or like 10 in your shipyard ther

6 Replies 26,263 Views

Research does carry over however... AFAIK it only carrys over to the next tech in the line if you have it selected. there are a few problems with the current system 1) i think points are lost if you dont have another tech in the same line selected 2) you can only select the top tech of a specialization if you want to select a tech further down the line 3) you must select a tech in the same line i cant for example choose to que up a manufacturing tech th

5 Replies 20,370 Views

there are 2 ways to continue 1 ) choose one of the continuing projects from the build list economic project , research project, etc. this has the advantage that if any of your buildings become upgradable they should do so automatically 2) press the govern button and adjust your spending to 0% social manufacturing. Either by shifting it all to military ( ship building) or removing manufacturing alltogether by setting t to research or w

5 Replies 18,666 Views

[quote who="nindisp" reply="3" id="3556122"] I have a few questions too as am new to GalCiv... so I'll use this good thread! 1. Can you select more than 5 ships at a time? If so, how? If not, why!? I need to go kill a pirate base. Yes you need to research the logistics tech 2. What exactly do 'minor' races do? Can you diplomatically get them to join your empire, or if you invade them, do they give you special ships/bonuses related to each part

15 Replies 70,615 Views

Glad to hear that you took this as i intendid it and not as me being an ass that being said your last post got me thinking and im not sre if its possible but if a planet had an area of effect much like a starbase then have your mod rather then give a bons to planetary sensor range give a % bonus to all ships or starbases inside the planets area of controll rather than faction wide the upgrades could then increase the range 5 base and 2/2 by upgrade with larger bonu

8 Replies 29,770 Views

i started a new game to test and write my plane turn 1 colonize the second planet in my solar system rush buy a sensor ship turn 1 and 2x factorys adjust the spending to 100% manufacturing set research to collective manufacturing ( not that it matters with 0 funds going to research) turn 2 rush buy 2 more factory's start building first co

3 Replies 6,653 Views

..... i dont know where you get slow population growth i colonize the second planet in my solar system rush buy a sensor ship turn 1 and 2x factorys adjust the spending to 100% manufacturing build a second factory on each planet and then churn out assembly projects and colonizers in no time i do have the prolific trait which doubles the pop i send on ships but by the time you get your benevolent perk (6-7 additional planets) im churning out a full

3 Replies 6,653 Views

As said you could eliminate thier trade routes but that wont prevent anyone from trading with them just prevent them from trading with others as for talking to them once you uave U.T. You can talk to anyone so i dont think you can prevent people from talking to them. Now then in one of the dev streams i asked about races haveing custom +/- diplomacy values and got a "yeah you should be able to do that " kind of response. If thats the case you should be able to modify the

2 Replies 5,700 Views

I would have to disagree about the transportation mechanic other then the initial colony ive never used a transport to move people the first things i build are 2 factories after that if the approval is high enough to support more population it only takes about 1-2 turns if i had some weird mechanic like -95% to production You could always rush buy

13 Replies 62,548 Views

Im not sure i see the point. Im a bit of a min maxer so im going to avoid placing an improvement on a tile if i can get the same results another way for example your mod adds 2/2/3 to sensor range on top of a planets base which i believe is 5 or so ( im at work and cant check atm) so we have a total of 12 now with the range extension on strbases i can place an econ base 9 tiles away from the planet its base view range is i believe 3 so again we have 12 total but th

8 Replies 29,770 Views

out of curiosity are you sure you diddent just unlock the new building on your current turn? i seem to recall seeing this on the turn i unlocked a tech however at the end/beginning of a turn it would sort itself out. however i cant say for sure this just sounds familiar to something i noticed one time

2 Replies 1,977 Views