swanee

swanee

Joined Member # 636783
0 Posts 0 Replies 53 Reputation

IMHO, the list of tech required should not be shown in research screen for each ship (very cumbersome). It should be in ship making screen,/ seperate tab where you can list all your ships stlyes that are not available yet and the tech needed for each one)

9 Replies 10,537 Views

Use this thread for your economic suggestions. Please read manual for how it is setup now. I think its important that all suggestions stick with ... Used capacity, that has an appropriate project, draws from treasury. Unused capacity, either because globally set, or no project, merely doesn't draw from treasury. This thread is not intended for bug reports. My thoughts: Empire policy ---- Slider 1: Research capacity: 0 - 100%<b

1 Replies 2,680 Views

That link didnt help. but I used stardock central. "download and archive", and then "restore" archive, to get the movies, multimedia, and tutorial that game thought I installed first time.

3 Replies 5,443 Views

Anyone have info on starbase module pre-requisites? For example, battle stations module seems to be a requirement before you can build any attack/defense modules. Also, what techs are required. Because even though tech detail says xxx module is available, it isn't if you havent researched its co-dependant tech.

0 Replies 3,154 Views

Beginner, thanks for letting me add my input. 1)Regardless of what suggestion, institute following a) Changing current production incurs penalty of x% of total progress. b) In turn that you produce something, the overallocated points are not lost. If nothing new is scheduled, they deteriorate moderately. 2) Regarding M/S/T sliders, change interface to must= 100%. (with lock slider for each to make it easier) 3) Depending on your faction type, your gov't type /controll

205 Replies 12,243 Views