AdamMG

AdamMG

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

This happens with Retribution 3.6 as well (haven't played synthetic with the new opt-in yet). It doesn't bother me much, as I almost invariably go for the next step up very quickly (12% v 5% all manufacturing is a nice leap) and it hadn't even occurred to me that it might be a bug until now.

4 Replies 8,027 Views

Hyperlanes work as intended, as far as I can tell. Warped space which allows for all fleets to move faster. Pathfinding is sometimes an issue, but for the most part, all fleets can use all hyperlanes. Note that you can trade for other civs' gates, to make new lanes. And you can redirect where your gates connect at any time.

32 Replies 165,916 Views

I love the game, I enjoy the administrator mechanic, I think Crusade was the best of all the expansions, with Retribution being second. I cannot speak for being able to play Retribution without Crusade, but I imagine it is just a knee-jerk reaction, and that admins are certainly available. It is too bad people talk bad about this game without giving it a bit of attention. Are there some bugs or undesired features which remain persistent? Sure. But overall, great

22 Replies 102,720 Views

This is indeed an issue. You can trade for the techs in the Planetology branch, but don't get any of the benefits (extreme world colonization, terraforming). Makes it nonviable to play these civs. And I haven't checked, but it is very likely the silicon/synthetic AI suffer because of this as well. This NEEDS to be fixed. I've been playing since the start (not a founder, but got the game right away upon release), and do not generally complain about persistent bu

7 Replies 14,116 Views

I find that income is more important than just population (though pop will create a nice income as well, so higher pop planets also tend to have better income). If the planet has a high class yet still a low population, and has a nice income already, it will potentially grow pop and have an even better income. Though, in practice, I do generally go for the home planet, as they already have a decent pop cap, and often gets the Central Bank. Distance is always a good thing.</p

6 Replies 36,593 Views

Just my 2 cents here... the initial path shown is not necessarily the path the ship takes. It is recalculated every tile-movement. Even if the path is shown as such, which I have seen, the ship will often, on actual movement, use the hyperlane correctly. But only sometimes, not always.

12 Replies 85,053 Views

With Retribution (and the base game update released at the same time), tourism has been mitigated by not allowing a building to be placed on each planet, which I believe is a good fix. As you can see, Plutocracy bypasses this tourism nerf. I would suggest that the Plutocracy tourism income be dropped by an order of magnitude, down to 0.1% tourism income or something similar. Again, this means that each planet acts as if it had a 1% tourism building on it (such as the Import-

7 Replies 10,229 Views

Yes, the percentages on Tourism are a bit misleading. With Plutocracy, it is as if you have a 1% tourism income (as opposed to 1% bonus) on each planet. Which means that each planet gets 1% of total potential tourism income, based upon your influence area. The bonus (from, for example, aquatic worlds - 25%) adds a percentage to the planetary income from tourism, which requires a building (or this government) to multiply out. The wording should really be changed, it too

7 Replies 10,229 Views

I just got pirate bases in a game this morning, from the event, with them set on Occasional. Perhaps it has been fixed? It did help prompt me to build more warships, as I was in an isolated part of the galaxy.

6 Replies 40,346 Views