androshalforc

androshalforc

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

[quote]6. I still think tourism is OP. A solution I can think of is to reduce the output of the current improvements and add some new buildings that can built multiple times on a planet. Essentially you would have to specialize planets for tourism to get similar values to what is now in the game. [/quote] what i would like to see is about 6-12 or so improvements that can only be built once per galaxy and they get adjacency bonus's from empty tiles around them th

16 Replies 14,257 Views

the autoexplore seems to work for the most part. although this could be because i get the ships at different places before setting them on autoexplore while they do tend to bunch up in the same area they usually are spaced far enough to be somewhat effective as for the survey ships i will usually manually control the starting one and set a second one ( if i get one ) to auto after sending it to the centre of my explored area

4 Replies 12,407 Views

[quote who="Gilmoy" reply="1" id="3502831"] What do you mean by "waste"? Every tile has a (hidden) quality %, and the higher terraforming techs can fix a tile of lower starting %, which equates to affecting more possible tiles. But there's no difference in end product. [/quote] here's the problem lets say the you start with all tiles that are 100% unlocked soil enhancement unlocks one tile at >=90% (i dont know the actual numbers so im

3 Replies 2,620 Views

setting up a ticket further it seems to only work when using the goto option in the ships context menu as opposed to the the govern/commands menu which just ignores it ticket created #QPA-138-96557

2 Replies 3,197 Views

thank you Gilmoy and Thecw [quote who="Thecw" reply="5" id="3502317"] Actually you arrive at 103k wealth per turn only because the economic star base module bug [/quote] which bug is this? [quote who="Thecw" reply="5" id="3502317"] So if both bugs ("Star base economic module" bug, "Economic Stimulus income" bug) would be fixed the actual wealth generated would be: 18392 + 230 - 122.7 = 18499.3. Which is still a tidy sum, but it is the result of t

7 Replies 9,790 Views

i used cheat codes to not spend 100 turns crashing. the point of this is to show what is possible my current main game before i started testing this is 140 turns in and the ai wont come after me since im trading with them and buying all thier techs. I could fairly easily turn that game into a similar state to this one except that game crashes every 5-10 turns now. as a side note i have the starbase economic ring overlap to 12 bases someone might be able to manipulate it

7 Replies 9,790 Views

ok so im hoping this is merely a fact of it being a beta and the economy is high to speed along game play, or the fact that many of the maintenance costs are not in yet but the entire economy system both wealth and production are completely overpowered i haven't looked into research yet but i would assume its along similar lines so heres what i did New game using the iridium I used console commands for tech, building, and population The iridium c

7 Replies 9,790 Views

[quote who="admiralWillyWilber" reply="11" id="3501561"] Where's the leave united planet's option. Because there will be two united planets there should be an option to vote you in if you left the other united planets. Why don't you leave the united planets. There was that option in the other game. [/quote] i think they pointed it out in the last dev stream but it was a 'coming soon' option edit ; in fact <img src="https://www.dro

15 Replies 8,354 Views

i believe they mentioned in one of the earlier dev-streams that the A.I. would always play to the best of its ability and the difficulty slider set at the beginning just gives the A.I more or less resources compared to you

4 Replies 15,562 Views

[quote quoting="post"] Also the ability to manually name black holes would be quite awesome. I like that they are not named by default but it would be fun to name them as you encounter them. [/quote] i love this idea i imagine that the first person to 'discover' it gets to name it so it would kind of lead to some cultural flavour for the galaxy as different ai races would use their own historic names.

28 Replies 39,252 Views

[quote who="Gilmoy" reply="2" id="3501328"] That's by design. Progress through ideology trees is breadth-first. You cannot save points and skip tiers. [/quote] did they change it? at least in the alpha the trees stated something like you need 2 ideology unlocks before you can reach third tear or something. further with the highlighting of the next tier once youve unlocked a certain number of ideologys it certainly implies that you can save up and u

10 Replies 4,028 Views

first off let me preface this with my compliments on the game it is really moving forward and im loving it. if its working properly then you wont notice it New game menu Some tooltips for the racial bonuses are not displaying correctly https://www.dropbox.com/s/cowrbcppezkj0xi/Screenshot%202014-10-16%2023.00.56.png?dl=0 effected toolt

3 Replies 10,255 Views

ive noticed the AI using rally points and in the last dev-stream saw that paul had one set but i cant seem to find a way to create one am i missing something horribly obvious? any help would be appreciated Edit as i watched a few more minutes of teh dev stream i saw the create rally point button under the rally point tab , it would be nice to have a button like in gc2 near the main map

0 Replies 5,160 Views

... Im not sure what the point of your post is the projects listed at the bottom of the build que are there to essentially give your planet bonus's at the cost of social production economic stimulus produces money birthing subsidies produces babys Festival produces culture ( i think) research project produces research

8 Replies 16,442 Views