[quote who="DivineWrath" reply="1" id="3847571"] I don't know if they are in the game anymore. In earlier versions, you could build some crime related planet improvements if a planet's crime rating was high enough. [/quote] DivineWrath is right - I haven't played Xeloxi since the alpha, but I remember an improvement called the Black Market that would give you some rare resources each turn.
Publius of NV
If you are playing a custom civ, you probably missed selecting a commander ship set. It's a pull down list on the second tab when you're creating your civ.
[quote who="DivineWrath" reply="18" id="3847385"] There seems to be a balance issue with ascension crystals, relics, and research. Ascension crystals add to raw research (like +1), relics add a percent bonus to research (+5%). If you nab a few ascension crystal and relics, and then upgrade them, you can get some ridiculous research. You can get up to 15 of raw research from ascension crystals, and you can get up to 36% research from relics. If you can nab a few ascension crystals and rel
It does do something, although you might consider it minor - Alien civilizations who share your ideology will be more favorable to you, and those who don't will be more unfavorable to you. In addition, your citizens who don't share your ideology might become unhappy ("I hate our culture").
[quote who="impinc" reply="24" id="3841966"] How do you get prisoners? [/quote] Imprison them using the same mechanism you use to promote them to Scientist, Entertainer, Trader, etc.
[quote who="scifi1950" reply="19" id="3841902"] I thought you had to have a transport to invade worlds? Does this not apply to Torians? [/quote] You need transports to invade core worlds. You don't need them to invade colonies. Was Acer II a colony?
[quote who="Nastytang" reply="4" id="3841797"] where do we find this ? [/quote] Old Spider posted it on Discord. Perhaps he'll see this and make it available here.
I'm using a mod OldSpider made to help with this problem, but if I recall correctly Derek or one of the other developers said they'd look into making it an option. I agree with you, that bright background can make it really hard to see things.
I can't remember the name of the tech, but there's a tech that allows you to discover additional anomalies. Researching that tech spawns new anomalies in your sector, and it works that way for the AI civs as well. If you have several AIs in your starting sector you can get waves of new anomalies as each one researches (or trades for) the tech.
Ships can be captured in battles.
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OldSpider pointed out on the Discord that there are two new settings for Grid visibility in the Interface options window. Everyone might want to check them out. I've turned both of them on since I like to see the grid.
[quote]Exterminate Festron – Its difficult to peacefully coexist with the Festron. It is their nature to implant their eggs into individual of other species, which ultimately of kills them. There doesn’t appear to be a way to peacefully coexist. I would like to have some way to exterminate them before they exterminate us. [/quote] I agree. In my last game I captured a Krynn core world, assigned a governor to it, and was horrified to see that all 4 of its citizen
Is the Pilgrim mission fixed? I just tried it for the first time on .77b and it didn't seem to do anything. At least I never got any message about it like I do for research or treasure missions.
[quote who="scifi1950" reply="8" id="3840069"] So the real question is, besides climate purifier, what are the options for dialing back pollution? [/quote] There's an ideology choice you can make that I think reduces pollution globally by 10%. But I agree it would be useful to have core world improvements that would reduce it like we already have for crime.
I'm in a similar situation playing as the Torians. I don't remember what settings I started with (except for Distant). I found myself alone in my starting large sector, the Arceans in a dead-end sector below me, the Krynn in the next sector up with a couple of minor races, the Baratak above them with one minor race, and I've just met a scout ship from the Onyx Hive, which must be in a sector beyond the Baratak. While I wonder like you if someone else farther away is snowballing, I like that I
[quote who="Ed49663" reply="6" id="3839494"] Will we have the ability to create/add commanders to the game? I am thinking of adding names... stats... and so forth. [/quote] The devs have said they want the game to be highly moddable, and I'd think that adding commanders would be a very good thing to be able to do. So I agree it'd be very desirable.
[quote who="No-One-No-Where" reply="2" id="3839369"] Weird - I feel I could build them in a previous version - perhaps the pre-req wasnt there then [/quote] Yes, you used to be able to get them. The tech tree was recently changed and the bug was introduced at that point.
Yes, this bug affects almost all races. But it is supposedly fixed in the yet to be released .80 version.
If you hover over the citizen does it show that they have an ideology? I think what that message is trying to say is that the citizen's ideology is opposed to one of the ideologies you've spent culture points in. Not 100% sure of that though.
[quote who="DerekPaxton" reply="17" id="3838841"] Penultipox is fixed in this update [/quote] Happy to see this. I reported that it did nothing in two separate alpha releases.
[quote who="slarjy" reply="9" id="3838728"] I successfully finished the Halls of Unity even though it wasn't listed as being in the game in the last change log. [/quote] Good to hear!
I hope this doesn't come across as snarky, but wouldn't it be a good idea to make sure that at least one of the Galactic Achievements actually work before adding new ones? I have yet to see any of the alpha/beta testers report either here or on Discord that they have managed to finish one of them, even the Penultipox one which only requires some research and building a planetary improvement.
You've got a UI bug. There's supposed to be a pic of your governor on the top left, planet stats underneath that, available buildings under that, and projects like the shipyard on the bottom.
[quote who="Jeff Yutzler" reply="7" id="3838485"] 19. Question: How does Penultipox work? When I unlocked the Galactic Challenge, I was given the option to create a Plague Research Center which I did. However, that did not end the challenge. Is that just one step in the challenge? If so, then the UI is wrong. It appears this is a bug one way or another. [/quote] It doesn't work. I've been reporting it as broken for the the last few alpha releases and now the beta.