the problem is that atm when the constructor arrives the game checks how many constructors are available in station already vs how many you can use immediately. so if you have say economic ring available as the only module and you send 4 constructors 1 will get added to the available constructors and the other 3 will be put in orbit even when you build the economic ring and open up orbital research/orbital factories/ orbital economics.... (or whatever they are called) it does not chec
androshalforc
From the sounds of it its because you are sending too many constructors atm you cant "bank" extra modules so if your starbase has 20 modules and you send 30 constructors 10 of them will be put in orbit similar with multi-module constructors which were partially disabled in the .51 patch
I read the article it seems a bit dated
[quote who="DARCA1213" reply="1" id="3509416"] We don't really know, ir at least I don't. They were a dynamic fun part of making a race in galciv2 so I would assume something loved and liked would come back. DARCA [e digicons];)[/e] [/quote] i actually feel that the were an underpowered and under appreciated feature of the game. I never noticed a difference between government types and as long as you kept your peop
Its also the risk vs reward the longer the trade route he harder it is to defend there were plans at one point where you could park a ship on a trade line and then start syphoning off a certain percentage if you kept your ship on long enough the route would collapse. I would like t. See this idea fleshed out a little more for example if i try and syphon off a little bit every turn the enemy ignores it, if i try and syphon off a moderate amount the enemy sends out fleets to chase
[quote who="DARCA1213" reply="1" id="3509375"] Is there a way to speed up the content, the results have been obvious hours before the voting was called. [/quote] they wouldn't let paul change the rules to allow 16 ships in they wont shorten the deadline just for the heck of it.. I was actually surprised I thought the other semi finalist bracket would have been Archcreature VS Thecw
congratulations you've survived the revolt and been crowned the new emperor of the snathi
a curve such as population =7√food ? or is it actually changing the value of population - production as population gets higher?
[quote] There is no difference in meaning between center and centre . Center is the preferred spelling in American English, and centre is preferred in varieties of English from outside the U.S. [/quote] [quote] There is no difference in meaning between center  
out of curiosity does anyone know how population effects production what i mean is is 1 population with 100% focus on production with no modifiers = to 1 production? this is how i assumed it would work however i currently have a planet with 183.1 population and a bonus 3525% and 100% production focus this should add up to ~6,600 production however i am receiving ~24,000 about 4x what i figure i should be getting. further using
is it intended that the iridium dont have access to the tech xeno economics and therefore cannot build the shopping centre?
my impression and i could be completely wrong in this is that you will assign a role to each ship (think wow (tank, dps, support,etc)) you will then be able to give general orders to the roles; at the start of combat or possibly in a combat designer where you will then be able to assign prearranged tactics when entering combat. tanks rush ahead and provide cover for the support. dps flank around thier tanks and try to take out the enemys support support come up
[quote who="DARCA1213" reply="3" id="3509182"] WTF [/quote] ok i admit it i was in a rush when i set up that planet im currently working on rebalancing it so i can get the most out of it possible gonna be tricky since i need to add a 3rd part to the balancing math
[quote who="OPMmmGroup" reply="4" id="3509174"] I'm just going to throw this question out. Why aren't there any space mines in this game? [/quote] this has come up a few times and has been hotly debated long story short - realism vs game in reality the mechanics of mining space would be much more costly then building a fleet large enough to patrol the same area
nope not at all ... whistles innocently ima just put this right over here https://www.dropbox.com/s/h0ajbodh1kne5dy/Screenshot%202014-11-30%2014.04.29.png?dl=0 i brought this up some time ago and the consensus from the devs was that yes the projects are supposed to be multiplied twice once through your manufacturing bonus and then again through your economic/research bon
out of curiosity is it possible to reduce the base range granted by a starbase?
i believe the general concept for gc3 has been more modable is better im pretty sure someone already had a mod that gave more planets per star currently you can change frequency of asteroids, nebulae, black holes, resources, precurser relics, ascension crystals, and anomolies. there is an option to adjust intersteller rifts but they are not in game yet on top of that there are also options to change united planets frequency, and galactic events as
the 5.0 5.1 issue is a typo you are playing on 5.1 but they forgot to change the version number when the patch went out and that was not worth pushing a new patch just to fix a typo.
[quote] Indeed, I'm aware the AI is barebones, however, this is a case of flatly refusing to utilize resources, which gimps them even further. I'd hasten to add, the AI completely ignores precursor relics. If its easy to start with, its even easier when the computer hands you complete control over all resources. [/quote] [quote] The placeholder AI "should" util
i just had a quick thought right now the "A.I." is really just a placeholder and im thinking the extent of its abilities is that if they like you they vote with you and if they dislike you they vote against you.. if this is the case and im not sure it is then voting for the EPA should cause it to fail if most of the ai's dislike you
wow i did not see that ending. i thought archcreature would have taken that round with a landslide
I personally tend to specialize what a planet does and the just ignore it for the most part if i know i want to build 200+ constructors that cost 180 manufacturing each i might adjust my military manufacturing to be in the 200 range but i wont go pixel hunting to make it exact. As for the carryover -1 lets say i could in this case put out 300 production out of a 200 production ship So turn one i would produce one ship and halfway to the next turn 2 i
[quote who="WhiteLynxOne" reply="4" id="3508748"] Hmm, you make a good point, this is probably a bit 'feature rich' of a suggestion for a late beta game, but hear me out for a second, tell me if you think my idea is clever or simply pontification: It might be nice if we could guide governors behavior based on the current situation in order of importance. So for instance military worlds would take military priorities first, which would mean if yo
right now im saving up for christmas vacation the upgrades come after that aside from ram im also looking to put in a SSD and upgrade my processor so theres always something else that needs doing
hrmm [quote who="satoru1" reply="6" id="3508633"] If you're on a 8GB system, you'd better be only running the game. [/quote] im running 4 gigs and ive only noticed problems on the largest maps in the 500+ turn range yeah i need to upgrade just need the funds gonna wait till mid of next year