[quote who="BuckGodot" reply="74" id="3523814"] Quoting androshalforc, Quoting BuckGodot, Ah, that must be new, as I could do that in prior builds of the game. As I said I haven't played much with ideological buildings in recent builds. Good to see that exploit has been taken out of the game. [/quote] yeah
androshalforc
[quote who="BuckGodot" reply="72" id="3523763"] Unless one cheeses by constantly building and then destroying and then rebuilding flat bonus ideological buildings, of course. But that is pretty cheesy. [/quote] you cannot destroy a flat bonus ideology building once built
[quote who="BuckGodot" reply="70" id="3523734"] currently someone has to colonize 214 planets to get all three trees, [/quote] [quote who="BuckGodot" reply="70" id="3523734"] That still means the player has to colonize 134 [/quote] currently playing a game mediumish map not sure exactly what size 1 opponent 50 colonies i built one building for each ideology the ones that generate 1-2 points per turn i have malevelent
[quote who="peregrine23" reply="10" id="3523691"] to be fair, you need hexes for farms and approval buildings, and with a capital, you'd need like a quality 24 planet to get to that point. most decent planets fall into the 8-12 range [/quote] so i just tallied up my planets after terraforming they will come out like so, <td w
[quote who="peregrine23" reply="13" id="3523701"] No, they confirmed that projects are working as intended. Split planets will only outperform specialized planets on very high quality planets, and only late game, and even then not by "Many Times." [/quote] i agree that to get the really high bonus's you need to wait till late game im just approaching turn 200 on my game (which unfortunately now crashes whenever i try to save) and im just about to start putting up
[quote who="adamb1011" reply="8" id="3523666"] From what I understood from the star dock poster there, they do view it as a bug. [/quote] he said that at first yet 2 posts later apologized and stated it was intentional and should be that way
[quote who="adamb1011" reply="3" id="3523653"] Is this intentional? It seems like the research project is currently very OP, since I believe it adds base research rather than final research? [/quote] the same with economic project and apparently it is intentional or at least it was in the early betas https://forums.galciv3.com/458781/page/1/#3503121
[quote who="adamb1011" reply="2" id="3523637"] Also, if I have the stage 2 factory tech, I should be able to build a stage 2 factories immediately on a fresh tile with no building on it - rather than having to build a stage 1 factory and then upgrade. [/quote] this has been discussed a few times in the dev stream atm the thought process is you can build a stage 1 factory in a few turns and then put that production towards a stage 2 and then put that to stage
[quote who="Seldum" reply="67" id="3523548"] Likewise, I also think it's to easy to max out the ideology trees. [/quote] this IMO is the biggest problem and i think its what most people are really complaining about. I mean some are saying locking out choices or making choices that are against your starting ideology more expensive. However I really think it boils down to easily being able to max out the trees in a single game if the costs were scaled in su
have you checked in game yet to see if all the traits are there or some are missing? it might be just that the current display is limited to 5 lines
[quote]11) apparently I missed building the missonary center and other ideology building only give 5 points when built, not per turn. My bad. What is to keep a player from abusing this by building it, destroying it and building it again? [/quote] i havent tried the opt in patch but these buildings could not be destroyed last i checked which really annoyed me because there was no notification of it
[quote who="DARCA1213" reply="7" id="3522348"] I love what happens when a unstoppable force meets a immovable object. [/quote] bounce
a colony ship is unarmed a star base while some may be non aggresive they all can generate range for military ships building a military base in my ZOC is clearly aggresive, building a mining base in my ZOC is theft just like taking anomalies in my ZOC even a scout ship in my ZOC i could consider intel gathering in preperation for an attack GET OFF MY LAWN YA DARN HOOLIGANS
[quote who="charon2112" reply="13" id="3522268"] Immersion for me is more about maintaining the atmosphere and story as I play through a game. The science doesn't have to be realistic, as long as it's consistent. [/quote] consistent like routing everything through the deflector dish solves all the problems?
So what if we turn it off scrap tech trading entirely and instead create a system of component trading. You want to upgrade your factory to the next level but don't have the tech you open trade with me ok well I will help you refit your factories for a cost ~1.5X manuf cost in credits. ( so if it costs me $1000 to build it I will charge you $1500) now my planet ( probobly connected by trade route to your civ) pays 75% of the actual manufacturing c
... I think you're over thinking this ill admit I'm not very good at modding, i tend to work on gut feeling rather then understanding. but it feels like this should have a very easy solution
double
[quote who="Thecw" reply="3" id="3521932"] A tech is tradeable if the two negotiating factions both have a tech with identical tags in their organizational tech tree. [/quote] so the answer is to make up a unique generic name? i was going to say there should be several techs already that cant be traded the krynn's 'the way or the path' techs w/e they are called the yor's spark of life techs
nice bunch of stuck turns disappearing
[Quote] If I missed it, sorry. Someone point me to it. [/quote] sorry this is just going to annoy you more the only dev post I've seen about this was something to the effect of 'working as intended'
That was the thing I had tiles left removing a project from the que allowed me to add more tiles I think I came upon an improvment limit of 32 items in que
[quote]If anyone from Stardock guys will read this, I want thank You for this masterpiece. Keep it up! [/quote] they read
i think the major part is military ships as well as military techs (social buildings and population i think play a low role for score) the ai tends to put a lot of weight towards military atm verses a human player who will probobly go more for social construction. on top of that higher levels of ai start with more techs and bonus's to resources so they can build stronger, faster, units more often however it should be easy to outpace them once you get your stride going<
these are just a few things i came up with while playing this weekend 1) Cluster size control right now we simply have tight and loose clusters what i would like to see is a drop down whenever one of these two options is selected that lists something like small - ~ 10 stars, medium - 10-20 stars large - 20-30 stars varied - different size cluster's Random - one of the above settings 2) range control right now there are default range sizes
in the meantime one way to make this tactic work would be to create the ring but leave a gap and when a ship approaches that gap close it up and open a gap on the other side keep that colony ship going around in circles if the ship has enough moves to make it around simply make the ring bigger or buy the colony ship from the ai