Planet Quality determines the number of initial green tiles. Yellow, orange, and red (improvable with terraforming) I think are entirely random. Improving them to green tiles improves the quality of the planet. If you have the +% to planet quality racial ability, any planet you colonize will automatically get a boost to planet quality and a corresponding increase in initial green tiles. I'm not sure if there are any other ways to improve
Arcanum3000
This is a minor thing and I don't know how easy it is, but can we get a checkbox in the options that will have all of your ships with autopilot orders move at the beginning of the turn instead of the end? That would be more in keeping with the behavior of other 4X games. It just feels weird to me the way it works now, particularly when you're dealing with colonizing planets, building starbases, etc.
GoatRider: The manual is currently wrong about social production. It's not entirely clear whether it's a bug or a feature, but right now unspent social production is wasted. It is not returned to the treasury. There have been quite a few threads about it not working as described in the manual. Unused military production, on the other hand, is not wasted.
I think damaged ships repair themselves over time. I guess that might repair the ships? I'll check the next time I play. Seems like kind of a weird interface dynamic in any case.
i would suggest planetary invasion defensive tacticts to prevent these exploits in planetary invasion.In history invaders or attackers needed at least a superior army to balance defense advantages so i don't understand why there is no way to defend a planet from an invasion. Planetary invasion is an e
1st. The thread creation issues you describe are actually by design. The "General" forum is more appropriately described as a *.* type of forum. All posts are browsable from here despite the sub-forum they might be associated with. Just an FYI: I came across this post while searching the "Bug Reports" forum. <br/
Ok, the bug isn't as bad as I thought. The option is in the upgrade screen, but if you select it and click accept nothing happens.
Nope. Every time I upgrade a ship class, I give it a new name (Mk II, Mk III, Mk IV, etc.) and obsolete the old design. Ships of the new class still have the option to "upgrade" to the exact same class they already are.
Also, social production eats money whether it's being used or not. If you've got your economy set up well, it won't be a big deal. However, if you want to minimize the money being dumped into a nonproducing planet, you can focus on military spending (click on the military production output box at the top of the planet screen; click again to stop focusing). Unused military production doesn't eat money like social production does. Focusing
Also, why do my bug reports never end up in the bug report subforum? I'm selecting the subforum from the drop-down list.
I found another way around this. If you add an item to the design (you can immediately remove it), or remove an item and then immedately add an item before editing the design any more, you won't have any problems for the entire editing session.
A slightly annoying bug I've encountered: If you select a ship in space and hit the upgrade button, one of the options in the upgrade window will be the ship's current class, and it will have a cost associated with upgrading the ship. Not a show-stopper by any means, but still annoying.
If you select a ship in space, there will be an "upgrade" button on its info panel. The button doesn't show up if you're selecting a fleet of ships, or if the ship is orbiting a planet. Also, be aware that the game will give you the option of upgrading a ship to the same class it currently is, and charge you money for it to boot!
Any chance of getting an autoupgrade option in a future patch? Just a relatively simple thing where if you're upgrading a design, the computer will automatically equip the new design with the best of all the module types it currently has. Engines, weapons, armor, etc., will all get upgraded to the best you have available. If it goes over the space limitations, it's up to the player to fix it otherwise it won't save the design. Alternative
Research seems to carry over. Once you complete a tech, you will notice that the next tech in the line is automatically selected - if you look in the research bar you will see some of it filled already. I managed to research 2 earlier techs in 1 turn before! Also, I think there are plateaus in the tre
I think this was a problem in the first game, too. My bet is that influence expands gradually over a few turns, and the save system only stores the amount of influence generated and where it is, not how much area it currently covers.
Well, there's the ship and planet list, which is the left-most button on the toolbar. It will let you sort your planets by research, production, etc. It doesn't help you before you build all the factories and whatnot, but it will let you know which one is best once they're built.
This reminds me of a quirk with the computer AI in the initial release of Civ3. They could be so tight-fisted that you could offer them 2 gold for 1 gold and they'd turn it down. I bet the same thing could happen here if the diplomacy situation were reversed.
In the early game, I think it can let you pump out more colony ships faster than if you buy them outright or wait around for them to build.
I posted this earlier today, but it didn't go where I intended (the Bug Reports subforum), the post got generally screwed up, and I'm not sure if it was seen, so I'm trying again. When playing the game in full-screen mode on a multimonitor system the mouse cursor is not "locked" within the game. That is, you can move it outside the gameplay area on one monitor on to your computer desktop on the other monitor. If you move the mouse back into
Frogboy: In some cases, what you consider to be a design decision looks like a bug when we encounter it. This is a good example of that. It would never occur to me that the game would be intentionally designed to let people buy an unlimited amount of stuff but prevent their cash from dropping below -2000bc, essentially letting them get everything that would go beyond the -2000bc for free. I'd expect the game to tell the player they can't do it beca
If you can colonize it, it will probably be at least slightly useful.
When playing the game in full-screen mode on a multimonitor system the mouse cursor is not "locked" within the game. That is, you can move it outside the gameplay area on one monitor on to your computer desktop on the other monitor. If you move the mouse back into the game, you're fine, but if you click outside the game, the game gets minimized with an effect similar to ALT-TABing. When you switch back to the game after accidentally switch
Haven't had the chance to play yet, but my gut feeling is that the second method (where it reduces the planet quality no matter what) is more interesting strategically and less exploitative. Remember Sun Tzu: The objective of war is not to kill your enemy. The objective is to break your enemy's will to fight, or your enemy's ability to fight. Orbital bombardment definitely comes into the latter category, and possibly the former as well.
Ok, cool, thanks for the info!