in this case nothing the white circles show races you are neutral with the the iridium are on the second circle purely for spacing all the factions you are at war with will show on a red circle further out and all factions you are allied with will be on a green circle closer in
androshalforc
As for the tax slider or eceonomy wheel adjusting it to the top is wealth adjusting it to the bottom left is manufacturing and bottom right is research The slider underneath adjusts military/social manufacturing
Building starbases the way the system currently is setup is like not being able to save ship designs ... Every time you want to build a new ship you need to design it from scratch even if youve designed the exact same ship ten times or a thousand times already
[quote who="Lucky Jack" reply="3" id="3535499"] You wouldn't trade cars with someone else if you couldn't look the car over, would you? [/quote] but at the same time you're not going to share your entire military strengths and weaknesses with your enemy just because they asked nicely called to taunt you and decidded to look and see what they were up against
[quote who="Publius of NV" reply="2" id="3535474"] Are you asking for this instead of, or in addition to, the tooltip that gives you that information when you hover over the manufacturing/research/income sections of the planet display? [/quote] personally i would like it in addition to having it only in the releted resource means i have to go hunting for it what was the ideology choice on this planet when i colonized it 20 turns ago and just set up 2 fa
it has been answered a few times the answer is no. if simultanous turns were included it would cause the game to become a twitch game who can click the fastest wins. as it stands its simultanous planning sequential turns so while its not your turn you should be able to order your ships to move where you want and order your planets to upgrade how you want but those orders wont be carried out till the end of your next turn
i had a similar issue where i had the survey ship visit the anomaly and a colony ship visit a planet at the same time i said yes to the enter battle then the colonize planet prompt popped and i said no after this the battle did not commence and i could not order the survey ship to the anomaly
[quote who="DARCA1213" reply="1" id="3535187"] Soooo...you are saying there should be visibility inside of influence? Absolutely yes, makes since from a realism standpoint too as its our area. [/quote] its not really your area its just the area your culture affects thats been said many times although that might be a good super power super spys our bureau of intelligence and bureau of culture have teamed up all our coins, pamphlets, cloth
does the internal name need to be FactionStart? can it be DumhedsFaction or something else from reading those errors im pretty sure the internalname tag is the culprit
what about the line in starsystem defs immediately following starsystem group FactionStart it looks like you dont have anything there and reading the error you post its expecting something there and starsystem is not allowed to be that something
so if they are working as your testing shows the only thing i can assume is that they are using leftovers from the approval system that was scrapped earlier so that the values reported are not accurate to what you should be getting heres the xml from approval relics. ApprovalRelic APPROVAL_RELIC_LABEL Relic
[quote who="kestlstw" reply="7" id="3534931"] How do you get 5, let alone 12?!? [/quote] 5 is a bit of playing you place your first one at max range that will cover the planet and then kind of go around in a circle placing each one at max range as close to the previous one as possible (this is only usefull for races that do not have the range extension techs) as for 12 there are 2 techs that increase the range offered by starbases so the range
yeah i get it too
its been an ongoing bug since the alpha i think. many of us have gotten complacent about it sometimes it takes a fresh pair of eyes to bring up the bugs many people have started to ignore
[quote who="Franco fx" reply="15" id="3534640"] The Morale relics make it all go away [/quote] as near as i can tell the approval relics dont work according to the xml's they provide an 'approval' bonus which was gutted in B4 (possibly B3)
[quote who="Hamilmac" reply="10" id="3534875"] Since they don't show up on the planet Approval pop up, I can't tell if the game is processing the bonuses to not, but now I don't think so. [/quote] according to the xml's approval relics provide approval which was removed in B4 (maybe B3 ) and replaced with goodsandservices therefore ATM approval relics do not work
I wants However the devs have said its not planned unless we can show that theres enough demand for it
Its not entirely. As long as you have not completed building 1 you can start building another and another and another. however once you have completed building one you cannot start any others
SoilEnhancement SoilEnhancement_Name SoilEnhancement_ShortDec SoilEnhancement_Dec SoilEnhancement.png SoilEnhancement_Build.png SoilEnhancement_Icon.png Terraforming</I
[quote] Optimal starbase setup requires a minimum of 5 economy starbases for a system. [/quote] 5 for the yor for any other race its 12 which using your numbers would boost it to something like 192 modules per system at this point 5 systems costs almost 1000 modules
yeah i looked at the aidefs and found bonus's for masscap, maintenence cost, battledmg vs human player. etc etc but no modifier for ship range by difficulty
[quote who="Publius of NV" reply="3" id="3534575"] So Zilpha is your planet? It sounds like the Iridians sent a trade ship to Zilpha. Totally normal. [/quote] agreed [quote who="Publius of NV" reply="3" id="3534575"] Although I think the screen should show Iridia as the origin and Zilpha as the destination. [/quote] thats one part of what i was trying to point out now when i loaded the Previous
in this case it is showing that i have a foreign trade route that originates at one of my planets zilpha and ends at iridia while its possible for there to be a second planet named zilpha im sure thats not the case here im just going to load an autosave and see if i can catch the ship in action because i dont think it should be able to trade with me
ok so im playing an immense map and before i started the game i went into mapsize xml and changed the range bonus to -0.20 (i really dont get why they want your starting ships to have unlimited range) so im about 50 turns in and havent made contact with anyone yet and i notice one of my planets has a trade route line coming off of it. anyway i look under the govern tab and sure enough it shows a trade route <img src="https://www.dropbox.com/s/1y2zl4e6rqlrd3w/Screenshot
I agree at the very least all the major's should have their own scientist type with a selection of options for the custom races