oh, also, I don't think there is a good overview, but on the planet screen, they are listed, if there are >0 stationed there.
AdamMG
Links are currently working for me. Maybe it was a temporary glitch?
This is the first time I've heard about Minor races causing any issues, since they were nerfed. It is pretty funny.
Legions do not "travel" like citizens do, building the Station Garrison will place them on the planet immediately upon completion of the project. As said above, though, make sure you don't let it keep running, or you may get more on the planet than you wanted, and as far as I know, there is no way to take them back off of Garrison duty.
don't you get it back if you destroy it? I know you do if you take it from a major civ, maybe it is different for minors. I really hope Minors become more prominent in the game again.
Korath? Spore Ships? Yay! Will the DLC be necessary for the Korath, or will they be included in the base game? (mainly just curious, I'll almost definitely get the DLC)
AI is backwards compared with graphics. It saddens me that AI has taken a back seat to flashy lights. AI is pretty much still in the 80-90's. otoh, Brad has done some great work improving the AI in this game so far, and there is more to be done. I agree re: fleets, planet allocation, etc. I still very much enjoy this game.
Limited resources can be annoying, when taking a tech tree which requires something unattainable. Specifically, spice and techapods. Mods have made this easier. Still a challenge on smaller galaxies. As far as the basic 5 spacebound resources? Figure them out. They are not that tough.
I also really enjoy the resources, and yes, on smaller map sizes, scarcities have become an issue. There is also a nice mod, that allows shipyards to produce resource finding missions of (almost) all resources. They are easy to research early on, and I find it to still be strategic, as a shipyard must halt other production for 1-3 resources of a specific type, and all planet-only resources cost another resource to build.
the newest opt-in has weapons which are more expensive, and do not require resources. I do not use them, as I like the resource options.
actually, my favorite of all the Civ games (AI notwithstanding, but for style and innovation) was SMAC
I liked Civ 2 the best. And I like GalCiv more. I'm just old fashioned.
Techapods and Spice have generally been my biggest issues, but on some games I get several planets with each. It sucks to play with a tech tree requiring what you can't get, but there is a pretty good mod so you can get them from (edit)shipyard projects.
I have found a few citizen-types not appearing as promised, though many do.
to see what you still need for an Ascension Gate, look under victory conditions. It is very clear from this screen what you still need to research.
just want to chime in here - I install and uninstall mods all the time. This mod, in particular, I don't think I'll ever uninstall. Kudos.
but, see, balance issues are being taken care of. Crashes or other instabilities in the game itself, are much more important in the short term.
[quote who="ForesterSOF" reply="68" id="3686235"] Public Education The first and third were both checked by default when the event popped up. [/quote] this has happened with me as well, on several events (don't recall which ones)
[quote who="admiralWillyWilber" reply="66" id="3686224"] The ideological choices in the game currently have negatives, and positives. Why acting so weird on negatives. [/quote] Have you tried this mod? It has negatives in the actual ideological picks themselves. I'd suggest looking at the mod.
aquatic science is SO much better than any other, due to the adjacencies giving +1 raw. I don't even look at percentages in an aquatic game, until at least turn 100. Then I shoot down the tech path and the percentages make my adjacency +1s skyrocket. it would be nice if upgrades, maybe gave a percentage and a small raw (0.1, such as the new Path and Iridium buildings for influence?)
[quote who="GrimmAG" reply="54" id="3686099"] while the new choices intrigue me, and it may take some time to fully digest the new trees, I also see the "built in negatives" as a big drawback. This is a game about getting stronger, and choosing which dimension in which that strength takes form. I do not like ideological choices giving negatives at all, those should be in the actual decision as to which path to take. [/quote] I hav
while the new choices intrigue me, and it may take some time to fully digest the new trees, I also see the "built in negatives" as a big drawback. This is a game about getting stronger, and choosing which dimension in which that strength takes form. I do not like ideological choices giving negatives at all, those should be in the actual decision as to which path to take.
Trade routes deliver slaves (raw production) in addition to cash.
I believe you may only offer one, but can have as many as are offered. The civs who traded with you for their own Exploration Treaty cannot offer another one, but you still haven't used up your single one yet.
the worst of it is the garrisons project. First I have to make ships with legions, more than I think I want, then I set planets to garrison, then create legion, in a loop. Or wait until I have enough garrisons, and then go through just enough planets to use them up, so they won't repeat. And then keep looking at planets so I don't mess it up. I hate auto-repeats (unless I want the option to do so manually on a decision-basis)