Useless in that they cannot use it, at all, ever, and will trade you for the same tech time and time again. So yes, it is useless to everyone, unless you are taking advantage of the exploit.
AdamMG
I am not sure how many games I've stopped myself by doing so, just to end up winning faster by doing so. A carbon civ can trade techs to non-carbon civs, and because these techs are not on their tree, they will trade for them again and again and again. Good robots would not trade for useless tech.
it is a bit counter-intuitive, and I don't necessarily agree with this design decision, I'm just used to it. Glad I could help
You first need to research the base entertainment building (from which the E. Network upgrades). It is in the influence line of techs.
There is a planetary resource which will increase pop cap as well .. it'll give a +2 cap to the planet when first mined. But other than that, Publius is 100% correct. The main reason for Food Distribution is to increase food production. The +2 adjacency to cities is nice, and I will occasionally use them just for that, even if the food increase is minimal (especially when there are already 2 cities on the planet, and I'm low on food) but they are not in-and-of-themselve
Militarization allows the General citizen, which provides 5 legions (and can be upgraded for 5 more). The Station Garrison planetary project and Transport modules are unlocked with Planetary Invasion. I believe if you gain a transport ship (through scavenging, trading, or the Bazaar) you can still load that ship with legions you have from Generals, without the PI tech, but you cannot build those ships yourself until the research.
You can build General citizens, which will give you legions, but they cannot be stationed or placed on ships until you have researched Planetary Invasion. Once this is researched, you'll have access to the ship components necessary to build troop ships (there is one auto-designed for you on a cargo hull, if you don't like designing your own ships).
Willy is correct, and the silicon city will do a similar thing, but give a flat +0.2 to the pop cap instead of a +20% (which seem to make silicon cities weaker, however, silicon cities give better adjacencies than carbon cities)
please note, not all buildings which provide pop cap are population enhancements. Slaver Work Camps provide 1 pop cap, but are Social Construction. The Food Dist won't work on that one either. (edit) to be clear. If you put a city next to your Food Dist, the city would take +2 adjacency from it, and your pop cap will go to 7.2 (3 from city, 3 from capital, +20% from Food Dist adjacency to your city).
your colony capital is not a population building. It is an All Construction building. You are getting a 15% bonus to food production now, but 0 food is 0 food. There are no population enhancements next to your Food Distribution. It is working just as intended.
glad I could help, even indirectly :)
so it wasn't next to a city? :) They don't provide +2 pop cap, they provide +2 population adjacency (which is +20% pop cap for carbon cities, +0.2 flat for silicon cities). I figured that was the misunderstanding, hence wanting a screen shot.
That's a lot of tech. Now I want to play as Ancient/Xenophobic, just to see how high I can go (though it'd probably be a boring game, a bit OP)
I have gone pretty long without war, without an appreciable fleet, using diplomacy boosts and Diplomat citizens. Not sure how many turns, probably around 100. But without focusing on diplomacy (or the ideology choice) that is pretty difficult. Nice job :)
could you post a screenshot of the colony where it is not working?
There are usually 3-4 files that will fail to validate, every time, even after a clean reinstall. These don't seem to cause any problems, I believe they are config files for the client system that never exactly match what is on Steam. I've seen this described on the forums before, but don't recall exactly what those files are. Others may have better knowledge of this. Regardless, these files not validating don't harm performance of the game.
For the record, I would not be opposed to a planet-based mining facility. It would give players more choice, and indeed preserve admins. For my play style, I probably wouldn't use it much (but may sometimes), but that doesn't mean it wouldn't be a decent addition. And I would agree that such a planet-based facility should be specialized to one resource mined. It should probably also be 1/planet, so that only one resource could be mined from each planet.
[quote who="admiralWillyWilber" reply="8" id="3782231"] For used by planet bAsed improvement s. [/quote] Ok, I see that I misunderstood your post. That is my bad. Sorry for rudeness. No hard feelings, eh? We both post here (and obviously play the game) a lot.
You are the one who said there should only be one resource in the game, dude.
I go to wars over Epithemius Pollen. An extra 4 admins per Admin Citizen? Hell yeah. I'll also war over Monsantium, if I'm playing Aquatic. Farms everywhere, planets populate faster to max than Robots. The biggest sticks are Durantium and Promethium. Though I've played games where Antimatter and Elerium are the key, with high logistics, lots of miniaturization, and small ships. One resource? Go play another game.
For that matter, and FAR more important than the MC adjacencies, I'd love for synthetics to have at least one minor building that used population boni
Just to note, I am not happy with all of the adjacency on all of the buildings. My pet peeve is the "social construction only" .. for which there is pretty much only one standard building (barring Slavers) which can take it. I wouldn't care if they had kept Market Centers the same, and I don't mind that it was changed. It is just ... shoot. How long since dude keeps calling it a bug? And randomly comes back on to cry to the forums a
it does kind of annoy me that people complain about "not enough admins". Even in huge universes, so long as I can get my hands on some Epi Pollen, there is no shortage of admins for me. Depends on play style, I suppose. But if you want to have so many Scientists/Economists/etc that admins are a shortage, I suppose that is balance.
[quote who="admiralWillyWilber" reply="21" id="3781952"] Didnt see this before. The change came from players, and ai making a million credits per turn. I do agree that I would like to see another solution than having adjancencies that are different than the building type. [/quote] meh, the synergy between econ and approval works out. +0.25 up to +1.0 (depending on approval building) per approval adjacency means one can have both
[quote who="rap33042" reply="19" id="3781899"] Your focus on the "bug" semantic is getting ridiculous. Let's move on, shall we... [/quote] Agreed. Just because you don't like a change that was made purposefully (along with many other changes in Crusade which changed what came before) doesn't make it a bug. At this point, you are just whining.