A belated thanks, Jack. You think they're staying mum on this stuff or just overworked? I hope the latter--I'd rather see updates than answers! ;) -Robert
Jotun
My instinct is to go nuts and fill out every base with everything. If I was limited or, having started a direction (or two) had to keep going that way, I could relax and focus on specific goals. :) Actually, that's an idea--something in between: limited in direction (pick major and minor goals) but not degree (update the major whenever, update the minor only every once in a while or something). So, if you pick economic and military you can't build a base out for cultural influence or pr
Something I've thought about would be the ability to steer resources towards/away from specific star systems--one way to think about it would be a bunch of sliders like the Military/Social/Research sliders, edge your resources towards the systems that need help (new colonies) or you're worried about (new conquests) but at the cost of less resources going towards other systems. Not real specific, but it could be a nice tool in general. This goes in the wrong direction, but you get word o
Another note, the wrong destination happens immediately when you set the destination by right-clicking. The green circle with the inward arrows appears on the star instead of where you clicked rather than the ship going to the wrong destination. -Robert
Maybe this is related, but sometimes a ship does a little "dance" by seeming to start off in the wrong direction when starting out on a newly established autopilot path. It *is* sort of like it is going around an invisible object. -Robert
Has there been or is there available something that outlines the details of the economy model--where the various numbers on the economy screen come from ("military" in particular), what things cost month to month, how morale affects tax income (and vice versa), etc., etc., etc.? Since you're simulating an economy, maybe some of these things need to remain concealed, but those that are directly affected by the player's actions, such as deciding to build something or not would not only be
I should have said in paragraph three: "mellow over time". Also that my certaintly about that last statement is a little shaky. -Robert
1. Well into a B2B game I noticed that on a really long Governor list, nearly everything researched, that trying to remove an item (by double-clicking) starts malfunctioning--a different item is removed from the list, something at a higher priority (lower number). 2. Again, well into a game, occasionally while trying to aim my survey ship at an anomaly right next to a star system, the ship is targeted at the star itself. I noticed it earlier in the game but thought I must have mis-click
Yes, I just got the can't explore anomalies thing, so this is becoming clearer... :) -Robert
What is the upside of dropping out? That is to say, why is it an option at all? -Robert
Hmmm... Most of these are not hard questions--I would be very grateful for at least answers to questions 2 & 3? Thanks, -Robert
Scratch my last bug--the avatar thing was my error. -Robert
One more questions I forgot: 4. Will the docking upgrade eventually allow ships to "go into orbit" around starbases the way to do to planets? Otherwise I'm not clear on what the advantage the docking upgrade provides. Also, I notice that after upgrading a starbase, sometimes the turn seems to "hang" until something else is clicked on (I usually just click the starbase again). -Robert
I had the impression that the minute you achieve a trade good you are trading that good in your freighters and increasing your revenue with that product. And so, in the diplomacy screen, you are giving (or trading) the ability to manufacture that product to the other race, so now they can sell it in their freighters and make more money. That could only be a one-time transaction. -Robert
What he said: In my last game, I had two Galactic Exhibitions and a Political Capital that, when clicked on, resulted in the planet trying to build an Economic Capital. When it was done, I could click Political Capital again for another planet which would then again begin researching Economic Capital. The first planet's Morale would then collapse back to 36 from 100. I had also either traded for Avatar but Avatar never showed up in the ship build list (maybe I traded for precursor resea
Once again, thanks for the frequent updates, the game is just getting better and better! Starbase questions: 1. At the moment, constructors try to upgrade any starbases the bump into even if they are on a path that leads to a different starbase--can I assume that this behavior will change to only upgrade the starbase at the end of the path? That one'll drive you nuts after a while! 2. Are the starbase advantages one per sector or will two starbases mean a bigger advant
There you go, planet "de-constructors"! -Robert
The new kick-ass planet list has inspired some questions and ideas about planets in the current game and in the future. First, what does a planet's class mean, exactly, and what determines how a planet's class increases over time? That is, what can I do (if anything) to encourage the class to grow? Planets that start in the high teens or twenties seem to gradually increase their class throughout the game while planets that started out below 16 or 17 tend to never progress beyon
I've noticed that after loading a saved game, the next move or two may take a *very* long time. The first time this happened I thought it had crashed. Also, I've been wary of the "Minor Races" tab so I was careful to wait until I started a new game in Beta 2B to try it again and it immediately crashed back to Windows. So that's still an issue if no one has already reported it. -Robert
That's basically what I'm doing, but I see tips here--I've been neglecting my occasional "high" class second and third planets in a system. I've been afraid of the long-term leases... I have been taking a tip from the AIs and leaving freighters parked around targets until the number of routes increases. (By the way, when would I vote "no"?) I get the impression that we'll eventually get an AI that doesn't automatically reach for the gun. And I especially hope that allies end up only bei
Anyone wish to share some strategies? I'm up to simple and average, but I find every game consists of keeping up militarily until I can get an alliance win (or a research win if I get far enough ahead militarily to relax), which is getting a little old. A small aside: it would be nice if the diplomacy screen stopped you and asked if you really want to go to war to alert you that you may have inadvertantly chosen to trade "Attack the ..." with someone. That can make a game unexpectedly "
Oh yeah, and, as previously suggested, if you could set some rules on when you are interrupted by social and military projects, particularly if you could turn the rules off and on quickly (modal buttons?) and distinguish between ships and social projects. Another way to do it would add status info and check boxes (or buttons) to the summary of what is completed so that you can see what's next and choose to intervene for specific planets. And, if you could do the same thing for research-
Which should it be to avoid that? I do the same thing--choose a destination for the ship I can see and the game skips to another screen while I am pushing down the mouse button and my click ends up setting up a destination for the wrong ship, or I get ready to set a destination or scroll the playing area and am interrupted by a dialog or a planet status screen. I would agree that input should either be turned off if the screen is only going to switch away or all the movement saved until
Yeah, I just wasn't sure if it should be the same rough percentage or always 100M. They like it so much when you take more! :)
Hmmm, morale is a lot easier to keep up now in the latest releases, but I wonder if too much population starting out is the problem I've been having with starting new colonies later in the game on second and third planets in a system. That is, if I am starting from a planet with 20-30 billion, I'll go ahead and take 2 or 3 or 4 billion to colonize those 13-17 class planet in the same system. It always starts out as 1%, takes forever to budge from that and almost never reaches 100%. So f