Just off the top of my head, from memory: I do not always planet rush, and often take the second planet in my system, especially if playing Xenophobic. Or if in a large universe with few stars/planets nearby. I find the initial population/productivity boost to a single system can work well for a starting game, and I can then use less citizens on Admins right away (usually, but not always, focusing on early research citizens) - though I do make quite a few const
AdamMG
I've personally not had any real issues with the food system as it stands. I like to play Aquatic a good portion of the time, and the long road to awesome farms is a nice part of the challenge. On the other hand, if there are to be limited tiles which produce food from the start, and only these can become farms, it seems that food will become a lot more strategic, and that is not a bad thing.
On the ship design screen, the last tab is for fleet-wide (except for the thulium hit-point thing at the very bottom). The tab just to the left of it gives boosts for individual ships (as well as sensors and range). These components are unlocked with techs, the weapons are on the augmentation tech path. You can get speed boosts (from propulsion techs), faster repair (engineering techs), etc - all fleet-wide boost components are on that last tab. When d
Good guide. To be fair, I don't necessarily agree with all the advice (depends on my starting position and civ traits), but most is pretty solid, and is certainly a great starting point for new players.
I doubt it. It was fixed for like a weekend, but then reverted. Very annoying. As a random guess (which might be very wrong), I'd say they have a duplicate key somewhere in the database.
I hope your health is doing better. Glad to see that you are still planning to finish up on your mods. Hang in there :)
One other thing. Asteroids do indeed decay - but always give a minimum of 0.1 raw to its planet. One thing to keep in mind, once an asteroid has been mined it will automatically give its production to the closest planet by default. If you gain a planet later, which is closer to that asteroid, you can reassign it to the closer planet for less decay (and perhaps a well-needed boost on your new planet).
I believe it is possible to get 3 times from ideologies (I'd have to double check) - 2 malevolent and 1 benevolent. Also, some races get a bonus terraforming tech (robots do for sure, there is another trait which gives a good terraform tech, but do not remember which one). The numbers of cities you'll need depends on the adjacencies. For a class 23 (all terraformed out) on a home planet, you could get away with 2 cities fairly easily, with proper adjacencies (5+3+3 with +1
A ship will not enter sentry if there is an opposing ship already in its sensor range, as well.
Influence has been one of the most changed aspects of GC3. I used to build planetary influence buildings, but now they are worthless next to a single influence starbase. And now econ buildings give a point, which still feels worthless on a planet to me. I'm not sure of Stardock understand the influence mechanics themselves.
When I end up with multiple low-class planets (which I take for at least the basic 3 pop) I go for the terraforming techs more quickly. This increases planet class (thus max population) and can cluster adjacency boni early-game.
I like the idea of new planetary classes. Will the Silicons have any planetary advantages over Carbons?
agreed that it is sometimes very beneficial to change the ship role when saving the design - usually, I have an Escort or Capital try to become Support, so I change them back.
there are also guarded anomolies in the Precursor Worlds DLC, they are much more difficult than the original ship graveyards, and their benefits reflect it.
One of the biggest advantages in the game right now is increasing your population. Torians are aquatic, which means that they get amazing Hydroponic farms instead of Xeno farms, but the technology is further down the tech tree. Getting farms (thus cities) is more difficult. However, aquatic races also have the best research facilities. Usually, when playing aquatic, I go for the basic lab buildings to jump-start my tech. Then I go straight for the H
This is a beautiful trailer :)
Regarding fleets. Augmentations do stack. So with (for example) 20 logistic, you can place 2 medium and 5 small ships. If each of those small ships boosts kinetic damage by 10%, your medium juggernauts do an extra 50% kinetic damage each. Just make sure those boosts are fleet-wide, or they only affect the ship they are on.
Glad you are getting the hang of it - agricultural worlds are great. If you get around to Farmer citizens, they will help quite a bit on these worlds. Don't over-worry about your tech gap. Weapons techs are expensive, though weapons augmentations are cheaper at the start, so stacking a few small ships which boost your damage or recharge rate, along with a heavy capital, can make a huge advantage.
I often save the game, walk around and do some chores, realize the game is still open, and play for another long time. But eventually, I'll realize not enough chores are done, and force myself to also exit the game. Life is hard. (edit) the worst part is when I thought I saved, and have too many chores, and just exit 40 turns after the last save. It becomes either tedium for a while, or a new game. I hate autosave, though, so whatever.
Since you are asking: Carbon-based : cities are permanent, +25% pop cap per adjacency, costs D and P and Food Silicon-Based: cities can be destroyed, +0.5 raw cap per adjacency, costs D and P (no food) Aquatic: Cities are carbon, food costs much more research to build, but the first buildings are awesome, research buildings kick ass Robotic: Cities do not exist. Build pop using D and P and social manufacturing, up to the planet class.
Regarding the wonders: if I am Carbon, and have Monsontium, there is no contest. I'm getting that food. wonders with tech bonus, I try to place in a nice spot for the Computer Core (or any tech building, if aquatic) but it gains no adjacencies, so I place it carefully. I like speed and vision, and the Brindle's bonus planet is awesome.
To be clear, the cost for cities varies upon which type of civ you are. There are different costs (and adjacency boni) for Carbon vs Silicon (Silicon cities may be destroyed as well, while Carbon cities are permanent). And the robots just build pop, no cities needed.
Don't forget about those Economic starbases. They require administrators, but as your tech advances, so do those percentages. A class 21 planet produces 21 raw production, when full, just from population. Add in your astroid mining, and raw production buildings, and a few factories/labs on-planet. Citizens are great, but very focused. 7 econ starbases around a planet will give, with early tech, a huge advangage to Weath income, and a moderate amount to both
Farms are global - any food, no matter where produced, can be used on any planet. Pop caps start at 3, generally (5 for capital planets) - there is no max to adjacency boni, so that city can have a +250% on it, which usually means you need no more cities for that planet (unless it is an awesome planet). Buildings will always list their adjacency bonus on a mouse-over. The Space Elevator does not give to Population, so does not give any bonus to a city. But a city g
I've not seen a ship graveyard in quite a long time (without mods). And I play obsessively, so I think they were taken out.