You aren't missing anything. What you see briefly is the last notification .. from last turn .. which takes a sec to refresh. Yes, it is still a slight bug, but there are no notifications you are passing by
AdamMG
personally, I just use a starbase. Administrators are almost never an issue for me (citizens work), and min-maxing econ/influence bases is something I never do. And yeah, if I don't get it, the AI will. And to me, planetary tiles are far more valuable than that 12th econ starbase. I don't believe you have EVER been able to place mining and econ rings on the same base. (edit) also, single resources are totally worth it to me. Every Durantium counts.
if the civ played is a villain of Star Control, it makes sense for them to be Malevolent by default. I also only play custom civs these days (and usually only against them too, I have plenty). I don't have that DLC, as the first Star Control DLC annoyed me (it is the only DLC I have deactivated), but it does make sense for them to be hard-coded as Mal.
Crusade is well worth the price, imo. Best expansion for GC3. But not for everyone, I suppose :)
I notice on your screenshot that the population is 3/15, while the planet class is 16 (so pop should be 3/16). This could be another symptom of the strange bug you have... just calling attention to it for debugging. Fortunately, synthetics work correctly for me :)
Not certain if transports act the same way. They do allow for the same "long shot come back" as colony ships, but do not count as population. I'll have to test to know for sure.
it is indeed from colony ships, they do count as population, and I come across this quite often. Sometimes I'll wait for them to beg for peace, turn it down, and then offer them peace and all my tech for all their left over colony ships, and as many starbases/resources as they will give. Once they have no colony ships, they have no population and are truly gone. I consider it the spoils of war.
Glad you got what you wanted for the best price. I've gotten almost all the DLC in bundles as they pile up, and have spent a lot of money on this game. Most of the DLC are worthwhile, imo. If they do a Founders thing on GC IV, I'll definitely be going for it.
For the record, you can steal techs with espionage. I've even stolen a tech before my spies reached Ultra once. But there is little control, just place your spies and hope. If espionage were to be improved, it would be nice to have more control. But this will probably wait for GC IV
Looks like they went the way of the old pinball machines. Bigger scores look better, even if they mean the exact same thing. I don't really see the point.
Other things to possibly look at: How is your population (main source of raw production)? Are you creating good focused adjacency hubs on your planets? You mentioned all your citizens are leaders, but what about administrators (for more colonies / starbases )? I love leaders, but they only become really useful when you have a lot of planets. You get more gain from putting a scientist (or whatever) directly on a planet, for a 30% bonus instead of 6% per planet,
It is actually fun to attack the civ with the highest rated military with a teched out fleet, and watch their graph plummet. :) Getting their planets isn't too bad either.
it is because you have 15 ships. Military rating has to do with overall attack and hitpoint values, not the "untouchable" status of your ships. Most likely the AIs have a lot more than 15 "paper tigers". You may actually be in the lead, despite the graphs. But, if you aren't having fun, play something else I suppose.
Tourism is FAR improved from when it was first adjusted for influence hexes (originally it was just arcane, and made no sense). You had the ability to build the Port of Call on every planet. Very very OP. I still find it to be pretty powerful, if played correctly, but nowhere near how it used to be. However, I will agree with you on the 1% GrossIncome bonus. I don't care about it at all. Later buildings which give 3-5% are useful, but I'd love some sort o
Glad I could help.
The switch to 0.01 was made a few updates ago, along with the tech paths and buildings to increase growth (hospitals were already there, but not the flat growth/reduced happiness path). It was intended to make population growth a decision (in terms of research and buildings) rather than let all civs grow fast together.
Adjacencies: Building up your planets is how to improve all your numbers. Each building has at least one "type" (Social Construction, Influence, Wealth, etc) as well as (usually) at least one adjacency type. What this means, is that the buildings work in synergy. So, for example, a Space Elevator - provides 1 All Construction - provides an additional All Construction for each incoming All Construction adjacency - provides an All Constr
Tourism: I'm not certain if the numbers are exactly correct, but this gives a rough explanation of tourism. The idea is, that there is a lot of space traffic going on through all influenced hexes. Tourism buildings will attract this traffic, where they spend money on your civ's cheap plastic souvenirs. So, lets say you have a total of 100 hexes of space in your influence. Only 60 of them are directly connected to your home planet (40 are disconnec
quick basics: Raw Production - gained from planet capitals (base and adjacencies), population (1 / pop), asteroid mines (0.5/mine as of 4.0, adjusted for the distance from planet), and some buildings. Raw goes directly into All Construction, Research, and Wealth as a base number. All Construction is further split into Social and Military production (both get the full base value of All Construction as based on Raw). Buildings will add both flat amounts to each of th
many changes in updates will not work in older save games, though some will. I generally just start a new game with new releases. Though I've been playing another game lately, so have just barely started to see some of the benefits of 4.0 with the planetary DLC.
[quote who="Horemvore" reply="15" id="3778385"] Why sorry at me? I missed a patch note for market center is all, and thought it was a bug, I prefered it the old way and have always had it the old way. Everyone misses information now and again. EDIT: Yeah really confused as to why that is directed at myself. [/quote] Your response never bothered me personally, but it did prompt me to find supporting evidence. Hopefully Trims2u will admit th
[quote who="trims2u" reply="10" id="3778177"] It's not working as intended, as that would require an indication thereof. There's no indication whatsoever that this is some kind of intent, and it makes little sense when - as indicated above - literally EVERY OTHER of the 5 don't work this way. The tooltip text is: "Increases a world's gross Income." For both MarketCenter and ShoppingCenter. </
[quote who="Horemvore" reply="5" id="3778040"] Love how everyone literally misses the point and probably the reason why said things never get fixed. [/quote] There is no point to miss. I disagree that the Market Center adjacency is a bug at all, as it was clearly changed during an update. It makes sense to me, and others. As far as the Mercenaries, yes. They should be rebalanced. However, I don't see the +5 raw to be all that overpowered. 
If it works as intended, it is not a bug. You don't have to like it. The fact that the market center has synergy with entertainment buildings, which are tied directly to taxes (so yes, money) makes the adjacency make sense to me. It is designed with a bit more subtlety than a straight-up percentage bonus. (edit) in fact, when they took the wealth adjacency off the market center, they changed the Colonial Bank from 1/civ to 1/planet. This more than makes
in other words, move that ship around, make a planet rock, and when all planets rock, park it at your best.