Repentant

Repentant

Joined Member # 282495
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Setting of rally points for newly created ships: effectively the ability to set routes between planets, much like freighters, but with newly-constructed ships instead going to a predetermined planet. Auto-scouting and auto-picking-up of anomalies as ship settings. Ways of auto-creating and auto-launching transports and colonies (perhaps setting up an intended destination as they're being created?) In general, ways of micromanaging less in the midgame and endgame. Mo

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I'm fairly sure it's wasted, like Calvin suggests. I left all my sliders at the default 33%, didn't build any ships, and noticed that my research or social project build times didn't decrease until I literally moved the military spending ratio slider. Annoying, but not a dealbreaker once you know about it. Also, say for example you're spending 25 units on Miliary projects from the galaxy economy screen. I'm not yet sure what this means; if you increase or reduce this amount

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Planets do not have individual spending ratios. Governors are, literally, a set of two build lists: one for social projects (planet improvements) and one for military (ships). Planets can build social and military projects simultaneously. There is nothing more to governors than this. You can create up to (I think) five different governor "types" or build lists, and assign each planet to a type, but honestly I've rarely used more than a single type for all planets. ~SDC

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Guys, while I appreciate the discussion about differences between MOO3 v. GalCiv and ship designs, I'm trying to ask specific questions concerning play experiences. Please start another thread. Thanks! ~SDC~

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Followups to my questions: 3) If the Military slider is non-zero and *no* planets are building ships, what happens to the money? Is it moved to social/research items? There's nothing in the display that states this. (This is based on the assumption that Military funds are used only to build ships) 4) So what does the Military expense number represent? Certainly I understand that production can be enhanced on a planet-by-planet basis, but how exactly does military spending a

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After my first few rounds of playing, I had a few questions on game mechanics: 1) Is there a way to set rally points for newly-created ships like the relocate feature in MOO2? 2) Can descriptions of improvements be found on the governor setup screen? Most times I need to go to a planet screen to read what the improvement is, then decide about its priority. 3) If the Military slider on the Military/Social/Research spending ratios screen is non-zero and I'm not building

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