AdamMG

AdamMG

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

@admiralWillyWilber the colony ship penalty could be resolved by giving Xenophobic a -20% to Admins (citizens only give 4, techs only give 3.2), with a lesser penalty to ship construction. This wouldn't target colonies directly, but would certainly make colonizing more difficult. to be sure, I'm not certain I like this, but it would be a way to mod for extra colony cost, with allowances for warships, and seems to fit for Xenos

78 Replies 242,048 Views

rewriting code with a new architecture (no pointers? ugh!) sounds very frustrating and difficult. personally, I'd pay a little bit more for some polish, with gameplay being at the top. But how much more $$ for how much more polish is a tough question. One of the reasons I enjoy this game, is having to deal with those sorts of balancing acts in a fictional universe (and ignoring my real-life dilemmas). the AI work on this game has improved so much since

97 Replies 439,648 Views

Asteroid mining is a civilian activity. You can force them to redirect for a while, but it is cheaper and easier for them to just ship to the nearest planet. Talk to the union rep.

2 Replies 13,065 Views

also, I've noticed that the pods don't give whole amounts. I love seeing 0.3 of a resource in my inventory, from anomalies. I also really appreciate the color coding. Nice job on this mod (and also the resource missions one)

61 Replies 219,847 Views

Will check out update. I've liked this so far, but I've had one bug.. sometimes I'll get a defended anomaly, and will get the "fight" screen, but there is never a fight, it just closes out. I believe it is always a Capsule-lightly defended which does this. It stays on the screen forever.

61 Replies 219,847 Views

Not sure if anyone else already mentioned this, but here goes All Construction adjacencies will give a bonus to every Manufacturing type (All, Social, Ship). All Construction buildings will only gain a bonus from All. The exception is the Slave Pit (and upgrades) which claims to be All Construction, but actually gains from Social and Research as well. I think that's just a bug in the tooltip text.

25 Replies 195,506 Views

[quote who="Moser_Alchemist" reply="10" id="3679908"] Unfortunately, for those of us who like to play synthetic, it seems like just another advantage for "flesh bags". [e digicons];)[/e] [/quote] True, a potential solution would be to give synthetics a higher bonus from Capitals (even 1 higher than the filthy biologicals would be nice)

12 Replies 43,438 Views

Agreement here. Movement counters and the stupid auto-upgrade thing are my biggest annoyances with both standard GC3 and Crusade (especially now that upgrades cost valuable resources). I don't know how many times I've forgotten to unclick auto-upgrade, until I realize that I'm spending Durantum faster than I can produce it. I'm sure the devs have a lot on their plate, but those things have been requested since the beginning, and would make play SO much easier.

8 Replies 21,049 Views

Rather than a tile improvement, I wouldn't mind seeing a planetary project to aid ship manufacturing (similar to Aid Research). Perhaps dismantling a ship in a planet's orbit could be used for "swords to plowshares" as a one-time boost to Social (at some percentage of the ship's cost). Naturally, both of these would require a tech.

1 Replies 8,116 Views

I like the 1 citizen every 10 turns the way it is. Citizens are a resource, and the player decision as to how and where to place them adds a lot to the game. Basing their frequency on population, in my opinion, ruins the Tall vs Wide leveling. Not to mention that there are techs which unlock specific citizen types (e.g., spies, legions*), as planetary projects, right now. *legions are technically not a citizen, but being able to build them means that I do not HAVE

37 Replies 128,659 Views

there have been issues with ideology on colonizing planets lately, they do not always do so nowadays. Used to be, all planets provided ideology upon colonizing (unless in your home system). Events will certainly give you points.

11 Replies 14,965 Views

it would certainly help if the tool-tips were somewhat accurate. Trial and error is fun, but I cannot take a game seriously until I've played a few "practice games" for each ideology path.

11 Replies 14,965 Views

[quote who="x-cessive" reply="11" id="3679586"] - Cultural Center has the same stats as the previous building (Consulate). [/quote] Likewise for the Work Camp (5% all manuf), the first upgrade is the same, the second goes to 7%. Seems like there should be a 6% in there somewhere

85 Replies 257,456 Views