I will agree with how epic and detailed the game is, and also with how many small bugs just got ignored (despite overwhelming feedback). Very good job, and also ... meh?
AdamMG
@Exenterator: I agree, since adjacencies are such a large part of planetary development, the adacency boni should be in the tool tips. Specifically when there are broken paths (going from the second tier of Culture Center to the third, gives a +17% bonus to planetary influence - 50% from 33% - but lowers the adancency from +5/influence to +1/influence, so is actually usually a worse building.
Lots to go through here, but as far as stored goods go, they are valid. You can get them on your own planets. Try running Aid Economy on a planet with more than 75 social for a few turns, and watch your Stored Goods rise.
[quote who="DivineWrath" reply="21" id="3789335"] Quoting AdamMG, reply 16 I do not have this experience. No matter what sort of carrier module I use, they become interceptors. And they are sometimes missiles, and sometimes lasers. Never mass drivers. I don't really understand how carriers work, though I
[quote who="DivineWrath" reply="15" id="3789253"] Quick summary: Don't use interceptor drones. They don't upgrade. Both assault fighters and guardian drone will upgrade as you gain tech. Interceptor drones use beam weapons. Assault fighters use missiles. Guardian drones use mass drivers. All 3 seem to have a different design philosophy (like the ratio between weapons and defense). [/quote] I do not have this experience. No matt
I do the same thing with pirate bases/waypoints. They are hidden outside of sensor range because all shipyards are hidden, which sort of makes sense to me. I agree that it is rather annoying for colony ships to keep a civ alive. When that is the case, I usually just trade that civ as much tech as it takes to buy the colony ship(s) (and the civ is gone). At this point in the game, I rarely need a colony ship, so it gets upgraded to constructor or architect
[quote who="skywalkerhogie" reply="4" id="3788972"] Disclaimer: Only with ALL of the DLC [/quote] Since I have ALL of the DLC, I cannot confirm nor deny this allegation.
In the planet screen, if you queue a city and then delete it from the queue while still in the planet screen, it still removes 4 food from the stockpile (for carbons - I assume the same for aquatics but will check - and for silicons not sure if it removes the Promethium but will check). Just found this today.
+500% is all that is possible with tech. To get the +900, you also need the Dimensional Observatory planetary improvement, which is unlocked by the Dimensional Fatigue tech (next to last on hypergate techs). This building is not available to Synthetic and Aquatic civs.
This is my go-to 4x game as well. I enjoy space-based more than planet-based, and this is the top of the line. I enjoyed GC2 as well, and GC3 is very different, and suffered from creative difference between versions. I look forward to a GC4, if it happens, and hope it is more focused.
Population is the largest contributor to Raw Production (which can also be increased by asteroid mining, and precursor planet boni). As above, Raw converts into Income, Research, Planetary and Ship Production. Economic starbases add a percent to Raw Production, as do some governmental technologies. I tend to prioritize population growth and pop caps in my research/planetary builds, as the faster Raw Production goes up, the faster everything else does. Bal
To chime in, I've had this occur before. Culture flipped a planet, and all ships at that planet left, but a different civ's freighter was stuck there and wouldn't let me in without destroying their ship (and declaring war) over several turns. It was fine with me, as I wanted to war that civ anyway, so I ended up destroying the freighter... but certainly a bug.
[quote who="admiralWillyWilber" reply="2" id="3785642"] There hasn't been race specific tech trees since crusade came out. That is now the base game. It is based if your personality. I would download Treberblue tech tree editor. [/quote] I believe he was asking about the Hyperspeed branch (which every civ has) .. while all civs have the same tree, based on their traits, some of the buildings allowed on the techs do change (e.g., Work Camps vs Space Elevators).
the 900% is available with a building (along with all 3 techs), and I believe that building is only available to carbon-based life (it is the tech right before the final speed boost which provides the building). I could be wrong, I haven't researched it much, but by memory, Aquatics, Silicates, and Synthetics do not have this building available in that tech. EDIT: I am wrong about Silicates, they do indeed have the building. the tech is D
if the planet is already sponsoring a shipyard, the "build shipyard" project goes away. That may be the issue.
For larger maps, leaders are the best. I tend to generalize planets. But yeah, smaller maps make for more specialized planets. I still almost never use the social citizen. I can wait for a planet to develop, or buy off their plots. Just my playstyle. When I do rarely play a synthetic, I'll use the social citizens for building pop, and later building up social backlog from strip mining. But other than synthetic, I find social ciz a waste.
I almost always start out with a couple Admins early on. Depending on the civ and map I'm playing, sometimes I get a LOT of admins (even with E. Pollen, they can get used up fast). Other than that, generally I place a couple of Scientists and/or Economists, a couple spies before I can train them, and then leaders. Though if I'm playing on a smaller map, I'll bypass leaders and go with more Scientists, Economists, and Engineers, as Leaders are better for lots of planets.
There was some old post, I'll link it if I have to tomorrow, wherein the trading bug with non-biological lifeforms was discussed, and said to be in the next update. Was this overlooked? I've turned tech trading off, and would like to turn it back on again.
If you still haven't tried placing your mods in the Crusade folder, try doing so. Just because you don't think it is being accessed, that is indeed the folder being accessed.
I exclusively use custom races, and swap around a bit. I love the aquatics, for hot pools, learning centers, central mine, limitless cheap hydroponics, and bonus terraforms. I like silicons as well, but find that aquatics have more bonuses in general.
[quote who="Avatar137" reply="10" id="3783317"] Quoting AdamMG, reply 2 Useless in that they cannot use it, at all, ever, and will trade you for the same tech time and time again. So yes, it is useless to everyone, unless you are taking advantage of the exploit. &n
Even stranger, if another civ has an Alliance with all but you, and you have an Alliance with all but them, making that final alliance will give the other civ the win (even though it also gets the player all alliances). I'd call this a bug, maybe? But maybe not - the other civ also won by Alliance, it is more of a tie. It does make me careful when going for the Alliance win.
Thanks!
Jon, That is correct. Entertainment and food techs will be bought by synthetics, it won't get added to their list, and they will buy the same techs the next time you speak with them. In fact, even cycling through civs in the trade screen back to the same synthetic civ, will place the techs tradeable with them again. One can wipe a synthetic out of money, techs, resources, and starbases, in a single turn, trading them same techs over and over. It also wo
I tend to play on Gifted, so not sure about any AI levels above that.