Thank you heaps! :D
0dd3sy
Attempting to use it with 1.21 gives me minidumps, i don't know whether this is due to the mod conflicting with changes made, the files in the mod being corrupt (downloaded several copies to check) or due to the mod version updater. Any help would be appreciated, I do quite like the concept and effect of this mod ^^
Various genital names, because it evokes many a laugh from my mates when they see their ships get destroyed by "Hardon" and the like. When they do similar it just gets better ;-)
[quote who="GoaFan77" reply="3" id="2635903"] You've got the refineries right, but any planet with logistical slots can have a "viable trade route". Even if it doesn't increase the trade chain it will still generate the same amount of credits as every other trade port in your empire without planetary bonuses (unless your trade ships try to go through an enemy planet and get destroyed quickly). The bonus from a long trade chain is applied globally to every trade port in your empire
Sorry for that, i meant planet development research as you corrected (top left, not at home both for OP and this). Thanks for your info, will use it to GREAT SUCCESS! :) I've always been one to max that upon getting the planet, will fix that issue up quick smart now. So i'm going to assume that i shouldn't bother with refineries unless they're on a planet with many connections or no viable trade routes?
Hey all, I'm a heavy Vasari player, and i'd like to know how to best manage the commerce side of the game. I'll list what i do at the start of each match. 1. Max population bonus on home planet 2. Build Cap Ship Factory 3. Build Scouts. 4. Build Extractors 5. Build Evacuator 6. Sell Cap Ship Factory 7. Build Research lab or two depending on timing (not sure which, usually go with economical) 8. Build a few skirmishers to support cap ship.<br /