Okay, couple things. Silver, manufacturing capital/power plants do not apply to mining. However, moons do-except when the aforementioned structures are present. Additionally, economic starbases apply, as well as (obviously enough) racial passives. I've tested this quite thoroughly and it's the same in DA and TA. Unless my version is bugado, anyway. Also, Loupdinour makes an extremely valid point regarding TA-the Drengin and Korath are p
Sole Soul
[quote who="WIllythemailboy" reply="22" id="1904534"]Interesting... Perhaps I should play more TA. Anyone check if the planet shrinks when it gets taken from you?[/quote] Will do. Be right back. :)
I'm seeing ships attacking ships/fleets on top of the starbase before the starbase itself. What version of the game are you playing where this is not the case? Can't really help with the rest...
[quote]Ultimate Shock Troops gives me mini soldiers as Drengin/Korath. Further, it gives me 25 soldiering. This may be a dumb question-and given the discrepancy above I believe we may have found where the problem lies-but you are aware that mini-soldiers is an invasion tactic, and as such is 1) unlocked by a given tech (ultimate shock troops in this instance) and 2) more to the point will not actually show up, as for instance a tech, in the tech tree, correct? If you've
What's the population? Are you starting out with these planets already colonized somehow, or are you colonizing them normally?
11. As of DA 1.7-1.8 (somewhere in there) anomalies do regenerate. You can still "run out", even in a gigantic galaxy, if you have enough survey ships. 12. My understanding was that at Tough and beyond the AI chose their own customization points, regardless of what you had set for them. I can look into this, though. 1. This is in the latest TA beta, and will be in 2.0. I believe it is for randoms only, not specifically for me
[quote]The importance is that the base approval also multiplies all other sources of approval[/quote] There is one exception to this rule, actually, and its very existence makes it noteworthy. This is the +10 bonus that planets of higher than class 10 (class 11 and greater) receive for being a "high quality" planet. It's only 10%, sure, but hey, it's -always- 10%. [quote]Like I said this is a very complex topic.[/quote] That's putting it mildly. :)<
[quote who="Extant Faora" reply="8" id="1903041"]I don't have the updates so don't bother. I don't have TA either. Without hyperdrive, the colony module is not available (to the best of my experience). That should cover further speculation.[/quote] Then I suggest you start up a new game with no techs, go to the shipyard, and see what modules you can fit on your cargo hull (as it's obviously not going to fit on small, though it should still show up as a
[quote who="WIllythemailboy" reply="19" id="1903844"]Are you sure you were getting an actual PQ bonus, and not Orbital Terreformer/neutral terreforming effects? I haven't played as much as I could have in TA yet, but I know darn well it didn't work like that in DA.[/quote] For the record, TA is the first version with working InterestRates, so anything's possible. But I too suspect that the PQ bonus was not fixed for TA, either. I should test it...be right back.</p
@EF The AI values its miners relatively high, at last check. Certainly not as much as their flagship, or even their econ treaties, but that's a bit much to pay for a miner. Further, as mines flip relatively easily, it's only the planets that matter. But interesting from the viewpoint of shutting down an avenue, albeit a small one, of their production. Anomalies also regenerate in late DA (1.7x or 1.8x, I forget). The "survey ship gets more hp" talk is a
First thing: Integrate the new planetary governors into the colony list in the colony management screen under civilization manager. For a function of this magnitude, a hotkey is insufficient. Even pairing usage of the hotkey with scrolling through the planet list brought up by if memory serves F1 is slower than it ought to be, and not much better than simply not using the governors in the first place. As a note, using the shortcut from the colony list does actually bring t
[quote who="Freeman43" reply="4" id="1897458"]we actualy the game cheats on tough i think but at a sertent point the game gives you a handeycap on the lower levels but as you progress in the difculty you lose that handeycape and the AI gets one and you get non.[/quote] No, and no. You get a moderate economic bonus on sub-normal levels of play. From normal to tough, you get no bonuses and no penalties, but the AI functions at a slight penalty and does not use all human-co
[quote who="Balatar666" reply="3" id="1897160"]I check for updates every time I play. I'm running version 1.5[/quote] Do me a favor. I can't see your screen. Take two screenshots, at 100% research funded. Homeworld on turn 1 with nothing on it, and homeworld on turn 1 with 1 lab rush bought (not on a bonus tile, please). Racial points (statistics) screen might be helpful as well if you're running any kind of research bonus, but isn't exactly necessary.</p
Works fine for me, even in DL. What version number are you playing? Have you tried updating via SDC or Impulse?
Well, it's 25% morale for civ capital in 1.96 as well, so that's not it. I don't mind, Silver. With Altarians (with no bonuses selected), and only having researched up to Temples for +10 morale, at 13B people on my homeworld, I can hold 53% approval at 39% tax or 38% approval at 49% tax-even 59% tax only puts me at...oh, there it is, 17%. Same numbers in 1.96 as well as 1.99rc. Did you by chance get hit by the disease at some
In several minutes of testing (I'll do it more thoroughly later, but GCII is angering me at the moment, with regards to something else), I'm not noticing a morale difference from DA to TA. I am, however, noticing a civ capital difference-from 40% in DA to 25% in TA. I could have sworn TA was at 40% as well, and I'll be uninstalling the beta and installing 1.96 in a minute here to check. There's also the fact that TA colonies are 10% morale as opposed to DA's 5%, in additio
[quote who="Loupdinour" reply="6" id="1896178"]2: It drops off at 1 point a parsec to a minimum of 1 point. So if there is an asteroid belt at an empty star (or you just created one with a terror star), depending on the map setting, this will only net you 1 point of production no matter where you point it, so point it to where it's needed. 1 free point is still 1 free point.[/quote] In theory, yes. In reality, no. I was testing a level 3, and it still
@Extant The 20k treasury income penalty is present in all versions of the game, at least after DL 1.1 or so, if memory serves. If you haven't noticed it yet, you're unlikely to notice it in TA. That said, TA's economy is tougher than DA's (which in turn was tougher than DL's), largely due to the fact that more ships have maintenance, and most planetary improvements have increased maintenance. I believe there was also a slight taxation income reduction as well, but
[quote who="LedZerggelin" reply="10" id="1895695"]When u have a surveyship set for 'auto-survey' and the anomalies run-out it gives you a message that says....blah, blah, blah, and your ship sits there. If you dont turn the auto survey off will it automatically go into action when new ones appear? I alway wondered why you would put a survey module on a ship and waste space.......now I know[/quote] From the game version where the anomalies start to regenerate,
[quote who="Jonnan001" reply="22" id="1895714"]Ah - I figured I was missing something obvious. Jonnan[/quote] You're not alone. Either I've overlooked a simple and easy way to access the planetary governor on a planet-by-planet basis, or it just doesn't exist. And the remapped Ctrl+P shortcut doesn't suffice in my book. Without something to make the actual setting of governors easier, not to mention, God forbid, changing them-as it stands it'd be easier
1) No. 2) Yes-I'm not sure offhand how fast it drops off, but in general it's not a good idea to assign a mining base to a planet more than 4 or 5 parsecs away. If you have to, make it at least a level 2 and keep it inside 10. There does appear to be a minimum as well, but it seems to be somewhat different for the higher levels. Let's just say the numbers are being a little hard to track down at the moment. 3) Yes. The first level of ming is all well an
Jonnan: Look under Governors in Civilization Manager and switch it from Military to Planetary governors. For the record, the "buttons" there don't do anything, you have to double click. Secondly, they go in in reverse order (adding a factory, starport, lab will tell it to build lab, starport, factory, in that order) and at present reordering them does not save.
Well, if you're looking at the military and social numbers while you're only building one of either a ship or an improvement, then the numbers won't add up. The numbers in parentheses aren't actual production numbers, they're raw production numbers. They don't take into account racial bonuses, and they also fail to align with funding levels because unused social is filtered to military, if military is funded. Secondly: Social numbers -always- look funny-because it's filter
[quote who="LedZerggelin" reply="7" id="1895517"] Anomalies regenerate in TA, so keeping a survey fleet active is very worthwhile. Whoa, Whoa, Whoa, Whoa........ Anomalies regenerate? Holy crap, I never knew that. How long do they take to do so? Do you keep more then one survey ship around and spread out to catch em where ever they pop up.[/quote] Since DA 1.7 or somewhat later, yes. Not long-anywhere from 3 to 8 turns after they're all go
1) In the research screen, from either late DL or DA onward, it shows you how much you are currently spending on research that turn. This apparently does not take into account any racial bonuses (including mining a research resource), nor does it take into account that half of the bonus is free. Alternatively, you might try looking under Timeline in Civilization Manager and you should be able to see your previous turn's research output-although in testing it seems to be two turn