You could also imprison them.
Nucleawasta
Ok thanks must have just missed it. Military tech track?
Playing the Drengin campaign (forgetting the name now). I seem to be only able to build fleets with a logistics level of 10. I tried to find some tech to increase this but it was not obvious to me. Any ideas on how to increase my logistics to squash the Navigator scum?
Also the executive action "Impress Citizens" cools down in 6 months and has no negative consequences listed in the text. Are there really no negative consequences? That may be OP.
I'm guess this was a fill-in while things are in development but the video for the drengin campaign "Empire Renewed" really should be Drengin themed for immersive reasons. Cheers!
Any update on this by chance?
No problem. I appreciate the acknowledgement of the post!
Hi, playing the latest released Insiders build for the tutorial. I have searched the entire map and found no pirate shipyard to destroy [e digicons]:([/e] Link to save: https://drive.google.com/file/d/1MrzexAcjLnFOsM2ParA7i9MHqjssdgbp/view?usp=drive_link Kindly let me know if I have a blindspot if there is a shipyard [e
Please load save file and see that the game refuses to let me advanced to the next turn asking me to move my ships. However, even those these fleets have moves left and I try to click on targets or destinations the fleets/ships don't move. Haven't got a chance to reload the game yet but would love to finish it. I'm also probably pushing the boundary with microsoft surface pro as the game is decently laggy. Save file link: https://drive.
Perhaps there should be some balance tweaks here and there but Stardock has been pretty open about the design of races being imbalanced by intention. It makes the game interesting and you can always choose not to play them. Or make your own Mimot faction and nerf them. Nothing quite like seeing an enemy fleet at your doorstep to get you hooked into the game and min/max your way to survival. I find it quite fun even when I lose.
This would be a nice feature. Though I imagine it might be hard to implement. Maybe the fleet would stop and you get a notification when it becomes in range of an enemy fleet? Then what, manual re-routing or turn around and flee? Perhaps a simpler modification would be to avoid enemy zones of influence, though in late game that would be near impossible.
I noticed this happen with one seige in a game of mine as well. Not sure what caused the behavior.
The leader has a resolve of 9 which seems to be applied to the base 32 hit points so thats OK. But the resolve is 7 and that is not added to the base 4 of the laser. This was for 'Endless Zeros', but it is also occurring on 'Echoing Void' as well: <img src="https://cdn.stardock.us/forums/32/34/3234880/ff20fd71-42aa-4e14-a77c-adae21724b
That helps clear things up a little bit. So am I correct in understanding +1 military adjacency applies to any manufacturing building but its bonus only gets applied at the shipyard?
OK, great. Thanks!
Galaxy settings with occasional habitable planets: Here is the starting sector: So around my homeworld there were 4 stars with no planets and no resources. 2 stars with 1 dead planet and no resources.
In general I am a little bit confused about shipbuilding. I understand my shipyard gets some portion of my manufacturing but what proportion is it? I liked what someone else on this forum suggested which was to add a "slider" almost like the tax bar which allocates manufacturing between social and ship building. But putting the above point aside, some planet improvements claim +1 military. I have not seen any military production buildings as the Terrans (at l
[quote who="Nastytang" reply="2" id="3834209"] Quoting Nucleawasta, reply 1 When I attached an enemy colony ship its hit points went down to 1/20 and then it suddenly became Terran(mine). This has been that way threw several updates,,,,, I think that is by design. [/quote] Ahh, di
Huh, thats an odd feature for the game, but thanks for letting me know its intended behavior.
So I discovered a behavior which is very similar to yours: https://forums.galciv4.com/509638/enemy-colony-ship-changed-hands-when-attacked When I attached an enemy colony ship its hit points went down to 1/20 and then it suddenly became Terran(mine).
Hi There, I had one of my commander ships attack an enemy colony ship and the strangest thing happened. With its hitpoints at 1/20 after batttle it became under my control. Its okay, really you dont have to fix this one.... Here is a drive with two files: https://drive.google.com/drive/folders/1nTGpO-hbv1_3I-WXRKDas4432_WFiRsW?usp=sharing Try2 Current is before the bug Bug Observed file is where I noticed it.
Hi all, in the latest test version Xeno Entertainment says its supposed to give a base +10% but it does not appear to be doing so. Its at least not listed under core world/citizen happiness calculations. Cheers!
Hi All, Just reporting that planetary stimulus does not provide 20% to manufacuting. It also seems pretty overpowered with no balances to it so maybe that's why its not working yet. Cheers.
Thank you devs and veteran players! Shaping up to be a great game. 🙂
https://www.galciv4.com/article/509244/population-growth-question Any idea if the population bug observed will be fixed? I.e. each additional citizen lowers population growth.