AdamMG

AdamMG

Joined Member # 6817027
19 Posts 387 Replies 14,707 Reputation

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.

12 Replies 36,583 Views

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.

12 Replies 36,583 Views

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

17 Replies 15,254 Views

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.

3 Replies 14,771 Views

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).

3 Replies 14,771 Views

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)

17 Replies 15,254 Views

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).

17 Replies 15,254 Views

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.

17 Replies 15,254 Views

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.

17 Replies 15,254 Views

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 :)

9 Replies 30,885 Views

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.

8 Replies 30,538 Views

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.

11 Replies 41,692 Views

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.

11 Replies 41,692 Views

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

25 Replies 121,450 Views

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.

11 Replies 41,692 Views

[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

25 Replies 121,450 Views

[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.

25 Replies 121,450 Views