3.7 seems to have fixed the issue for me, I no longer need to baby-step my ships to the hyperlanes
AdamMG
I'm pretty sure this works as intended, in fact I like the mechanic. The only real "bug fix" would be making the tooltip less ambiguous.
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.
Why bump this? It is gratuitous.
Negative thread necro is worse than commonwealth. Ugh.
A hypergate does not need to connect. Right at the top of the destination list is a selection for "none".
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.
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
Place a ship near that junction, you'll see the hypergate. Enemy gates (and starbases and shipyards) are not visible unless you have a sensor to reveal the area.
Frogboy mentioned that the Aid Research was nerfed to only occur on the planet on which the Tech Capital was built. It is intentional, not a bug.
Happily playing with my custom silicon race again :)
Awesome, thank you.
Thanks Ryat, I somehow missed that. I'm glad it has been addressed.
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
Ah, thanks Horemvore, I assumed incorrectly. Good to know the actual values used.
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
yes, the +2 are for adjacent tiles only.
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.
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-
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
Plutocracy also gives a tourism boost, that could account for the difference
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.
The AI is actually spending citizens as well. Maybe that is their downfall.
Building upgrades do not stack, this seems to be an oversight by the devs. I've noticed it myself in my games.
Despite having to scroll through a debug log (please put these on a dropbox with a link if you want these threads responded to by the general public) I'd like to say that I see Gravitronics on my games as the Thalan.