I thought less extreme planets generally meant less precursor as well.
Charch
just a heads up about the rivermod, make sure your using a faction that can actually build the forge, I don't think it takes a special trait but children of storm races aren't able to build all of em.
left over robots is very much an event. one of the dialogue choices is something along the lines of "these are pest's and be can be treated as such. Smash them and feast on their insides" as for faction, well the krynn are supposed to be multiple races, so i guess that term works better there, which means it couldn't be used to describe an alliance, so team was a backup term? what bothers me more tho is events which say productivity and then only affect manufacturing or
the only times i have been able to adjust transport legions after initial launch seemed to be when i had only 1 legion left on the transport (same amount it would have normally open creation from a shipyard). i can't honestly recall if it worked with multiple modules or not (those launch at 1 legion per module). unfortunately landing on those exact numbers can be difficult. more often i would just attack with the partial transports first next planet.
well if nothing else hopefully they can use this to double check the industrcutableness of a few buildings.
much more of a buyers market, if they have enough that they are willing to sell multiple units
no, all construction does not apply to all ship manufacturing, it should but misses some. I think it does apply for all social construction, however the description for many colonization events is poorly worded and uses production,when it should use manufacturing or actually affect production.
roles change which other roles they target, and should also change where they spawn in combat. Ships will still shoot whatever comes into range first or at least they are supposed to. I normally quick battle all combat, but have heard stories of battle viewer achieving different outcomes. there is no global tax rate, so it normally is a good idea to build approval on a planet before building cities. also a farm only makes 3 food, cities take 4, so you need 3 farms for every two cities
i think these type of games are like our virtual paradise almost for us with Asperger's. Between Gal Civ Element: FE + FE:LH we are talking many thousands of hours. Even if I to complain a lot, I wouldn't bother if I didn't greatly enjoy the game
now i really want to check out my synthetic custom race again, i believe it was cybernetic and wealthy, for the little extra production and starting credits. so far i have only started one map (med), but other than one elerium on a planet there is non in the galaxy, plenty of nebulae and other resources.
awesome news. especially now that 2.5 is live and we would have to opt out.
Rhonin is right, any tech with that star is one of the multi choice techs, so trading for them if you haven't picked your own specialization yet can prevent you from getting multiple choices. if you mouse over it, it says which tech it leads to so you can look thru your own techs for something related that leads to the same tech
I said this on the steam forums, but it is worth repeating here, thank you for giving us players this choice. the beta opt was open for 2.5 for like a week or more to everyone. it was never only for elite founders. betas for games not released sure, that makes sense to limit to founders.
i might also recommend going aquatic race type, unless they have changed the schools getting +1 research for adjacency bonus, instead of the default. The morale buildings they get are good too, and give +1 to like everything beside them.
hmm, maybe they changed that, but i was getting messages saying our mutual trade reduced tensions, if it doesn't would be nice if i no longer got those messages then.
i'd recommend playing a smaller map with less opponents. this gives you a little easier time to learn the game (and usually plays faster + faster turns) there is no perfect start due to rng (anomalies and stuff) can drastically change your options, or you might get lucky on bonus tiles. that being said, i usually build a space elevator and then the shipyard. moving on after that to the research building. my preference is to save my starting cash for buying
hmm, is this at the very start? or have you done some esearch
you also get a diplomacy bonus for having a trade route, so sometimes it can be worthwhile to send them races you have differing ideologies from just to help offset the negatives.
i have noticed a lot more player style star names since crusade launched, some of the names really aren't very good lol. actually to the point of my considering the scientific star names mod off nexus
hopefully i didn't come across negatively, because i love this mod. showcases crusades potential and I am actually using all the citizen types. before i usually kept it to admins, scientists and whatever i happened to need (generals, leaders, commanders ect). how much work is alternate events based on race type? the rock people and synthetic both get nothing from food. i have never gotten why they didn't get core events issued.
several of the left over robot ones either a) say production boost but do social construction, b ) at least one says gain a worker but gives a general. hostile aliens also says boosts production or productivity but does social construction, ghosts/ haunted colony is a third. genetic mutations event says it will give a celebrity but doesn't, talks about a reality tv show being made. watchful citizenry doesn't reward the citizens from ideology tree. missionary center choice does
the forum is there, but it doesn't seem like one can navigate to it thru the forum.stardock.net site, which is odd.
Brad also kinda has a similar or worse fire with the crusade expansion for gc III. tho despite the issues fe:lh and gc: III are still my top played games. the potential is there for something beyond good, but the execution isn't quite there yet.
some of them do work tho, just not all. of course i finished the game i had ran across it and when starting new ones i tend not to pick perks that don't work since the early perks are big for giving a boost.
if you check out nexus, there is a mod that adds missions for all resources. while this doesn't fix the vanilla game, or help anyone playing multiplayer it can help people playing medium or smaller maps against ai. sometimes ideology choices that spawn a planet can create ones with resources but that is very rng. if black holes are set to low, you will have issues with anti matter, and if nebulae are low, ellirum only spawns in it. some resources you can make do withou