If you're "missing something", so am I. I don't think there is a "in game" way to find out a ships ETA. I'm guessing that it's not implemented (yet?) due to the complexities of each ship needing to have it's ETA recalculated either: 1) at the beginning of each turn (or) 2) after completion of each starbase speed improvement (and interdiction beam in time of war) and/or completion of techs which effect speed Hope this helps. ~SDC~
Nomikos
Or even a "chart" page that lists all of your starbases with columns with checks for completed upgrades - perhaps with buttons (like current military/culture/etc toggles) for Military, Economic, Cultural, Defense (etc) tabs. So after pressing "Defense" you get a chart like: Name | Basic Defense |Advanced Defense | Deflector Shields | Advanced Shielding | etc -----------|---------------|-----------------|-------------------|--------------------|-->>> Starbase x |
Actually I'd guess that the rationale is the easy part, and the play balance the harder issue. Today an "idle" (automobile, for example) factory saves significant $/resources when "idle" by: * not buying building components/materials * not paying transit costs on both materials and finished product * uses far less resources (electricity, water, waste management) * is likely to be heavily automated - therefore human manpower is probably a minor cost percentage wise. <
Some really good points have been made about the water resistance of Yor farmers. Personally though, I favor playability over believability in my games. I love the intense competition for planets – well, I love it when I’m winning anyway. After all, how believable is it that any one person (particularly *me*) would have near total control over an entire empire. ~SDC~
re: Whats wrong with simply not spending the wasted money? Nothing in my mind. I strongly dislike linking "unused" social production to either morale or influence (and military to defer maintenance). In my mind this solution complicates economic unnecessarily. The planets in which I have no social projects to build are my "core" systems - systems in which influence is largely irrelevant. Morale has it's own set of sliders, techs, and tax rates - it's complicated enough in my o
I'd like to see a maint cost x (5-10) for each starbase, but NO maint per module. I'm also in favor of limiting the number of starbases per sector - ( not just limiting the # of starbases / sector / race ). I think this number should be fairly high however (somewhere between 4-8). The limit per sector (as opposed to sector/race) makes starbases a much higher target - more akin to resource starbases. I'd even like consideration on the idea that to build a starbase you have
I also have noticed that the benefit of a military resource seems to have a far greater impact in my games than that of any other resource type. Perhaps military bonuses should only apply to (say) only HP or only Attack? Or maybe only to speed? :-) I believe this would help balance the military (super)resource to be more "equal" to the other resources. Not that all resources being roughly equal in value (depending on playstyle of course) is necesarilly a good thing. Ju
Ships in MY sectors don't bother me so much. Although there should be some penalty for loading fleets of ships outside your enemies stars, then declaring war. Starbases, however, are another matter. Starbase construction 10 sectors from your nearest world, and "unhindered" next to enemy systems is cheesy to say the least. Some kind of limit would add more of a strategic aspect to resource grabbing. Right now it's too easy to build "undefeatable" systems with dozens of starbases
A few (more) requests (some of which are likely repeats - sorry - this thread is HUGE): Starbase name listed when asked if I want to upgrade a starbase (ie when a constructor arrives) Ability to direct (or mark or list) technology advances towards a goal (tech, unit, project) "Fix" (read change) to the "wasted" resources issue when no social/military project(s) exist on a given planet :-) Frequency sliders at startup for random events Newly de-orbitin
I haven't had this event yet (I want *more* events!) but could see the temptation to build a shield wall of them if I ever did. Baerd's suggestion of limiting "imunity" to freighters already on a route makes a lot of sense. It seems simple, effective, and difficult to abuse. Perhaps best of all it seems like it wouldn't require any major AI changes. ~SDC~
Game Interface Requests: Planetary built screen: Keyboard Arrow Keys should select next/previous planet/system Right-Click on a project should bring up purchase window Project contractor purchase screen: Keyboard Arrow Keys should select between contractors Return/Enter should Accept Launch for Colonizers & Transports: Keyboard Arrow Keys () should change capacity sent by 100 (or 10) unit increments Stardock Central Discussions: A "sort
Bob Smith is right! Constuctors do need some upkeep! If constructors had even a 1/turn upkeep, more people would be interested in this thread and we wouldn't have a mere 174 posts (which yes I have read). On a more serious note - I too would like to see a solution soon (well, actually a change - sorry Frogboy). It would be nice to get some official take on the conversation going on here - or perhaps a poll on the issue. And for the record my "current" stance i
Thanks Frogboy - hopefully "official cheats" will help the integrity of the metaverse, while allowing those who wish to vent their frustrations by sending massive fleets of terror stars. While most would cheats would probably deal with increases to money, tech, influence, morale, etc... My prioritized cheat list request is as follows: 1) Random Event Now! (for Terran empire) 2) (Toggle) Turns off cultural defections of AI planets to you (but not vice versa) 3)
Thank you. I had noticed this weirdness (some ships getting the bonus and others not) but not noticed the mechanics of why. I don't think ships moving into the sector should get a bonus (nothing to stop from back and forth across sectors). I *do* think that newly de-orbited and newly built ships (with auto de-orbit) should get the bonus. This would be nice to have fixed. ~SDC~
Actually it's been clarified that the AI at start only knows the *color* of each star, not the quality of each planet. This is a slight advantage as you only know the location of each star (mini map). And if I recall correctly (to further humble us) "bright" is the only level with parity (no "cheating"). Above that level the AI gets bonuses to it's economy, and below it's economy is penalized (and thus we are "cheating"). ~SDC~
I too find them very similar in color, and would like a greater distinction. But it's also a minor issue that hasn't interfered with my enjoyment of the game so far. FWIW: I'm also playing on a laptop which could help account for tit. Thanks. ~SDC~
"From a 'Make all customers happy' point of view, simply giving us a switch at game setup to enable or disable random events would allow everyone to pick and choose." Personally I'd like to see (many) more events. I play many games without a single random other than when I land on a planet. Consequently I seldomly get past "neutral". So a slider to select random events (from none to everyday) would be very welcome. ~SDC~
Most importantly I'd like to "see" the UP issue a year (or at least several months) in advance so I can rally the troops (and trade influence) for the major issues. I'd also like to see UP frequency as a startup option. I too would probably go for every 2 years, or more frequently with more "minor" issues. Of course, I'd also like an option to to set random event frequency at startup. I don't seem to get nearly enough. By the end of most games I'm still neutral - even afte
Okay... so maybe I'm the only one with questions about these events. Anyone want to clue me in? Thanks - Don ~SDC~
While I wouldn't mind seeing an "autoscout" and/or fog-of-war toggle option, I have found a fairly easy semi-manual scouting method: I "autpilot" (left click) my scouts to each of the nearby stars, but then concentrate on survey ships. Two or three scouts with several survey ships (on auto survey) means almost no management, and almost no blind spots. Scouts on have to be "attended to" when they reach a new star, which allows me to investigate the star myself. It's a high retur
I'm still a newbie (game 3 in progress) but I'll give it a shot. To avoid a cultural defeat you can disable cultural victory option in the initial game setup. If however you want a cultural victory: * Build lots of influence/culture projects & starbase modules * While culture does "overlap" from planets into other sectors, try putting multiple starbases (or terrorstars) w/ culture enhancements into every sector you can. * Even just putting "normal" ships into
*Possibly* as early as next week (check the "Status update: 1st weekend" thread - it's sticky'd). Of course, it could have been worse... you can never really have too many constructors :-) ~SDC~
My stragegy is similar. I "autpilot" (left click) my scouts to each of the nearby stars, but then concentrate on survey ships. Two or three scouts with several survey ships (on auto survey) means almost no management, and almost no blind spots. Scouts on have to be "attended to" when they reach a new star, which allows me to investigate the star myself. It's a high return for a low time and attention investment. Hope this helps. ~SDC~
Ack. My prevous post was in response to -TLA-Russian's post stating: "For no apparent reason all my startbases and took a massive hit in HP. Same with some starships" Sorry if this was unclear. ~SDC~
Question: are absolutly you sure that all starbases took a hit in hp? or could it be that you noticed that your starbases were being repaired and that they weren't at full hp? As you your military level goes up (tech, anomolies, resources) it can increase the hp of your ships and starbases. However your ships and starbases have to "heal" up to the new increased hp max. For example: you gain a military bonus that adds 10% to hp. A starbase with a 100 hp max would go up to 110 h