so this is what you have to complain about? I appreciate the difficulty of placing market centers to maximize both wealth and pleasure boni. +5 raw is not that big, if you are good at making a planet rock. Just a nice boost to the early development of that planet.
AdamMG
This never ever happens in any of most people's games. I'm sure it is some strange thing, if you can get them a save game.
Prior to 4.0, shipyards and starbases updated once improved. To be more specific, a mining starbase would immediately update the mined amounts immediately after building a mining improvement. And a shipyard would immediately update "turns to build" after adjusting the sponsor list. There is a trade-off. Also prior to 4.0, planets didn't properly reflect updated stats after rushing buildings, and now they do. I like that about the planets. I would also lik
UP doesn't meet until one of the main civs meets all the rest of the main civs. Freighters and medium hulls are unlocked by technology. Expand the tech tree on the research screen, and scroll over the techs to see what they unlock.
there is a population path for bios.. it helps with pop growth over time. For the robots, it is unlocked with planetary improvements. Agreed, documentation for this game sucks. Just ask away. Most people here are kind to newbies.
oh, yeah. And aeroponics. Why? Just go watery.
Also, if you are interested in alternative feeding methods: other than mechanical (no food, ever, just social production) there is silicon (cities give higher bonuses, but gain lower bonuses, food not needed, instead P) and my fave, aquatic. Needs food, but can grow it cheaply anywhere. Easy to beat those wired scum when we populate fast, and research better than anyone.
Yor (and other non-feeding lifeforms) are extremely powerful, if you let them get that way. They have decentralized research, and so long as they have some mining bases, far better population growth than bioforms. events with approval ratings are merely proteins sharing juices. This can be eliminated.
They are basically surrendering to you, but with the surrender option off. It is optional. They are asking you to put your resources into killing them, even though they know you can, because they think it will weaken you, and their part in taking you down gives them honor. Fracking aliens.
Even more OP is Xenophobic combined with the Kryniac Temple path. 100% taxes early on, with super influence (the -95% Xeno malus barely disrupts total influence domination). During the current isolation, it isn't bad to sleepwalk through a large universe for a while.
the original administrator gives 4, and sits in a governmental seat which gives one more. Once promoted, this administrator gives up his post, removing one administrator from the pool, but giving 5 more. If you want to bitch about this ad nauseum, just find another game. There are lots of UI bugs.
[quote who="dfriedman" reply="2" id="3772024"] if that were the case then promoting a general should only give you 4 legions but it gives you 5. [/quote] Not true, for two reasons. (1) promoting a general does not retire that general, (2) generals give bonus to resistance, not legions
That's interesting. I have bad luck with carriers (they all come out pretty much the same), and if I have to just use the auto-created ones, that would be annoying. I have found that, if I research Lasers up through a decent non-Elerium level, and ignore Missiles tech, I'll get laser fighters. I assume it is because it is the most lethal non-resource weapon. But they are always still guardians.
From my experience, if the cost of a resource goes under 1000, that means that there is one somewhere in the galaxy. I believe the market gets half the amount produced anywhere in the galaxy. 1000 means (I think) that one was upgraded to produce in the first place, and that first one at 1000 is "free". The next price down is 850 (I think) which means that 2 have been produced somewhere. I might be wrong about some of this, but my experience seems to back it up.
It is annoying that some resources are blocked out in some games. But I have used the above mentioned mod (though not for a while) and when I used it, it worked perfectly.
it actually would be a good idea, though. I have to often move my mouse around to get the tooltip out of my way.
I like the idea of immunity from pirates, as a new trait. It gives a sort of ambient defense in the early game. I'd give them that, and Traders (obviously). To keep the trading important, I'd lower their influence and tourism. And give them bonuses in economy, resistance, and (of course) trading. Just some initial thoughts, for priorities I'll need to give some more thought.
yeah, just a nice thin inner border to show that it isn't just an outline would be nice
This is another old bug, which will probably never get fixed. You can go to the research screen and exit, and the bar will be updated.
If the Korath et al have not made contact with the Yor yet, you cannot embargo them, nor make treaties to go to war with them. You can only do that with civs that both you and your trading partner have made contact with.
has always worked for me
While this is meant to give the player to do something while the AI take their turns, it is in fact very laggy. I'd prefer just wait, with the UI locked out, if it meant slightly faster turns with no annoyance.
I see this a lot, it might help if starbases had the same naming conventions as fleets (e.g., U.S.S. Deep Space Starbase 4)
I just had this happen to me a few hours ago. Very annoying, I'd like to be able to swap them out.
[quote who="Szemis" reply="7" id="3768964"] Yes please. I would also love an option to choose which aliens are included in the random list. (eg Gal Civ originals, Star Control Origins, Custom Only etc...) [/quote] This was added in the last patch. You have to go through the civs one by one, but you can exclude them from the randomizer. <div class="