BIF
If administrators were "placeable", then it would stand to reason that when an constructor creates a starbase, the administrator (hopefully) disembarks before the constructor is decommissioned. But I wonder how a constructor w/multiple constructor modules would work. Does it need an admin for each constructor module, or one for the ship? I haven't tested this yet.
In another thread, I too mentioned the number-of-turns-to-go issue for the tech icon. Mousing less makes for smoother gameplay. I would also like to have a way to select multiple tech tree research items by holding down CTRL or SHIFT. Currently, you can only research up to the next "specialization branch", which is the techs denoted by the oval-shaped boxes. Sometimes I'd like to be able to select beyond that point. Civilization (sorry to compare, but i
Wow, I love it! My machine has 64 GB RAM and is upgradable to 128 GB. I'll happily bust out the wallet if I need more RAM for this game. [e digicons]:erk:[/e]
Inquiring minds want to know. More Citizens = more of everything. How are they "made" and how can I (through my gameplay) change the bias toward creating more of 'em?
The beauty about terraforming is that you can convert a Class 11 or 12 planet into something close to a 16. And finally build that swimming pool...except sadly there are no swimming pool options in this game.
I agree. It is entirely reasonable that it may cost some money to provide for training and/or transportation for the employee to change job roles, get reassigned, or simply go back to "the government" (that's too nebulous; we should just call it the homeworld, which should not be viewed as merely another colony). But Promethion? That's kind of silly. It's like saying we can't promote you or change you to another job role because we just ran out of staples. Ever
I am BIF. It's actually an acronym, not a name, but in your inside-the-head voice you can and should pronounce it "Biff". I love the strategy of this game, and the Civilization games too. This entire genre became more than the sum of its parts the day it went to hex tiles. I have an interest in designing ships and scenic dioramas, and I have thought about doing some as a mod for this game...I just have no idea where to start. Ships should be grandiose, and I've s
[quote who="Stalker0" reply="3" id="3676431"] Quoting FreedomFighterEx, reply 1 They slow down the colony grow in Crusade quite severe. Colonizing low quality planet is ill to do unless you are out of option or want to expand your ship range. Colony should give 2 or 3 Approval to begin with in my view.
Okay, so now I have a little problem with the requirement for Promethion to promote somebody. I've never heard anybody told, "well, Mr. Isoda, your job performance has been fabuulous these last few solar rotations. I'd really love to promote you or honor your transfer request, but times are tough and the company is really hurting for Promethion right now. I'm sorry but I can't afford to transfer you off of this frozen planet either. Maybe next year things will improve.
Oh wow, no wonder my bank is -144 now. I overbuilt for production. Hmm.
It sounds like this may be a bug, especially if it appears when you turn on particles. I'll watch for this.
Alternatively, you can send the colony ship to the planet but respond "no" to the dialog prompting you to colonize. That doesn't lose you any moves, but it does make that colony ship pop up in the "idle ship" rotation, so that you can see the context of the system it's in. You're right, when playing on looser maps as I often do, it can be a dozen or more turns before a colony ship arrives at its deep-space destination. When it finally arrives, sometimes I'll not colonize r
Why do we have to destroy ANYTHING left by a prior civilization? If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech. Give me an option to repaint their facilities in my culture's colors, but I'm all FOR recycling!
I see what you mean. Thank you.
Do you mean I have to "catch it at the right time" in order to recall somebody? Is there a notification for this?
Yep, I see it now and was able to recall a worker. What is "cooldown period"?
I used to stack tons of factories on my colonies to promote fast construction on tiles, but now that seems counterproductive. Now I build a space elevator, deep core mine, and spaceport; the latter if I've built or placed a shipyard. And that's it. Seems that I have to use citizens to really get work done. It also seems counterproductive to specialize any particular colony toward research or income. Again, it seems that I have to <span style="text-decoration:
If a citizen is at a planet, how do I bring them back to HQ for a promotion? Can't seem to find the magic button...
Okay, thank you all for the conversation. As I said, I'll give it a chance before I say I hate it. [e digicons]O:)[/e]
[quote who="Rhonin_the_wizard" reply="2" id="3676136"] No. [/quote]And why not? Trying to have a conversation here and one-word answers are not at all helpful. [e digicons]8|[/e]
Duranthium for this ship, Elerium for that ship, Thulium for the other one. And the really powerful ship needs Antimatter and administrators. I feel like I have to devote all my new Citizens to Admin training so that I can keep building constructors for mining starbases. It's still early so I'll give it a fair chance, and I really LOVE not having to create constructors for starbase upgrades. But in the effort to simplify one aspect to gameplay, it has become exhaus
Make sure you don't have any tools open, such as the magnifier. Or a web browser tuned to...say ANY media/news website. Those'll suck down any spare cycles you have. Of course, I run Folding at Home client while gaming, and my CPU and GPUs are all maxed out. And GC3 doesn't hiccup for me. Usually in late game on huge maps is when I shut folding off.
[quote who="FreedomFighterEx" reply="10" id="3676029"] Quoting BIF, reply 9 I agree with the OP. In order to colonize a planet, it kind of requires that you get close enough to see it and touch it. No sensible colony ship would blindly enter a planet only based on long range scans or charts made up decades ago
I agree with the OP. In order to colonize a planet, it kind of requires that you get close enough to see it and touch it. No sensible colony ship would blindly enter a planet only based on long range scans or charts made up decades ago when a scout ship last flew past its solar system. Colony projects are just too expensive to build and launch and they have too many lives on the line for us to throw caution to the wind. Right? At bare minimum, don't we have Hub