You are correct, Arturus Magi. I've had 36+ ship armandas in open space consisting of troop ships and escorts when trying to invade my potential land farms. Thanks for the clarification regarding system limits, CariElf.
Airwreck
I chose the Industrialists for my political party. When the map first loads and I select Soil Enrichment and Colony Ship. It takes 16 turns using the default economic settings. If I use the Control N function to regenerate a new map, construction time becomes 25 which is the normal value assuming I did not have the Industrialist bonus. Repeat this several times. Forced to go back to main menu in order to get party bonus for initial turn.
Maybe I missed something in the manual? Was running version 1.02. I had 15 transports and a battle axe in one system orbit that had 3 planets all colonized by yours truly. I could not have any more ships into the system unless I took 1 of the 16 out. I also noticed that I could no longer build ships unless there were 15 or less ships remaining. Perhaps this has something to do with the random event where a percursor artifact improved the PQ of all planets within 2 sectors by more th
Have most recent 1.02 version. Converted my SB which was a top of a resource into a TS. TS is moving normally, but the resource is still attached to it.
These are my thoughts. Why would a race strategically build a starbase in a certain sector location? 1. Harvest A Resource 2. Improve Defensive and/or Offensive Presence 3. Assist Local Planet Development Item 1. You should be able to build starbases wherever resources are. Item 2. I think it should be limited to 1 assuming you don't already control a planet/system in that sector. After that, it starts become more a cheese factor in my opinion. 3. I suggest on
See the little window that shows your ships? Click on the green arrow to make them into a fleet. Click on the one below it to disband.
I've been stuck at a 95% plus cultural victory for about 10 years now!! WHat gives!! Doc Possible Answer: You are still 5% short of a cultural victory. Believe you need to convert 7/8 of all sectors. Once you reach 100%, you must maintain that percentage while avoiding a war for the next 12 months.
I'm going to assumet this is a bug. Built a full upgraded Terror Star traveling alone that moved 1 space per turn through my sectors and my future enemy. No issue there. After destroying a few planets and having those sectors convert over to my influence, my TS was able to move about about 8 spaces to almost the new edge of my influence sphere. Once it hit Torian space again, movement was back to 1 and stayed there. While my TS was crossing the galaxy, the other sh
Maybe I don't correctly understand your concern. If not, I'm sorry. You cannot directly upload to the Library. You have to submit it first using the Submit to Library link along the left column.
I stopped reading this thread after 200+, so I'm sorry if this is a repeat post. Don't recall seeing anything like this when I did. Event happened to me last night... As part of a trade exchange, gave the Yor some of my ships that were defending one of my starbases. After that, I noticed those Yor ships would not leave the hex. In addition... 1. My Constructors could no longer enter the starbase to upgrade it. 2. My other fighting ships could not enter the hex unless