I think its weird, that Aquatics only get access to food two techs after being able to build cities. That should be changed in my opinion.
x-cessive
When can we expect the next balance improvements? I dont care about crashes within a good game. The game can autosave every turn and I can simply reload after a crash. So its far more important, that the game is balanced (and fun to play). Because an unbalanced game (even without crashes) isnt fun to play, so I dont play it at all.
I think pshaw used the time traveller ability too often. He seems to be stuck in a time loop...
I think it is intended and I like it.
I agree. The Prototype Hyper Drive is too powerful and should be fixed
I would like to use H135 as a leader for my own race. Do you have it in a high resolution or can you tell me where you got that pic? Thx!
the green hexes are hexes where an improvement could be build, but isnt yet.
I found a whole bunch yesterday: - Outbreak Event: The Malevolent chioce only effects the planet, not the whole civ (as it should) - If you have a commander fleet on the same tile as a normal fleet and click on "manage", then the logistics bonus isnt applied to the commander fleet in the "manage" screen - "Caverns" tile bonus still gives +3 Resistence - I got a stuck turn when I got a trade offer as the last thing to resolve before the end of the turn (had to s
[quote who="admiralWillyWilber" reply="79" id="3682974"] Quoting lyssailcor, reply 73 Quoting Santapolo, reply 72 I don'
Just build a lot of Starbases. The boni on Influence there are huge.
The Shadow Enforcers (Devout) tech gives +0.25 (flat) morale. This seems to be too weak as a flat bonus. Either increase the number or switch it into a percentage modifier. Subspace Splinter colonization event: only the Malevolent choice gives a fleet bonus. The other two choices dont, despite saying so in the event description. The Hypergate Core colonization event gives +5% to MovesCap, which is a too small number in my opinion. Strategic Command still has no adjacen
Thank you, it works now.
after selecting "crusade" in the dlc menu, the tool says that the "StatText_Crusade.xml" cannot be found. Should there be such a file? I checked the game files via Steam multiple times, but it didnt dowload that file. There is only a "StatText.xml" in the folder, where the tool searches for the "StatText_Crusade.xml".
Good points. Number 8 could be the result of techs that reduce module mass. So it might not be a bug.
I just found out that the Learning Center and its upgrades give a flat +1 research from adjacencies. That is not intended, right? It would be way too powerful.
Aquatics can terraform 3 extra tiles and colonize water worlds. They dont have acces to Brindles Observatory (+1 planet wonder), but have acces to the Central Mine (+1 Raw Production - planetary unique). They use different research improvements: - carbon: Xeno Research Lab line -> 5/7,5/10/12,5% + 2,5 % per LVL - aquatic: Learning Center line -> 5/7/12,5/20/30% +1% per LVL So Carbons have better research early on (because of the higher adjacency b
yeah that bugs me for a while now as well
Why is the colonial hospital indestructable? Pop growth is only needed early in the game until the desired pop is reached. And please add the information in the tooltip, if a building is indestructable.
I dont really care whether the update is big or small or contains new features, as long as it works with the current version of the game. Fast updates after patches would be nice, everything else is secondary in my opinion. From your own suggestions the search feature sounds best to me. A race drop down is of minor importance, since the ability selection is all I need atm. I have another suggestion: Can you pls show the level boni, that all the buildings GET fro
wow, this project sounds amazing. cant wait :)
I like the idea, that total population has an effect on the citizen appearance rate.
Just from looking at the game files: I think the Ultimate Adaptability Tech isnt working. Can anybody confirm?
The colonizing events work again (exception: home system planets) in patch 2.2. Not even one event missing so far.
Yeah I also miss the old +3 adjacency Capital. I have a suggestion, that solves all problems: Make the Capital upgradable. It could start as it is now. Later in the 2nd and 3rd era, you get the option to research the technology to upgrade the Capital. This could increase the max population on the planet and also increase the adjacency boni. max pop (increasing in two steps): Cities wouldnt be needed anymore, which would essentially give you a free tile. And it would improve Morale man
I have also collected some bugs and wanted to start a thread like this. Here is what I got so far: - Benevolent option of the Durantium Cloud Precursor Colony event gives +1 Raw Prod to the planet, not +5, as stated in the text. (Text should be fixed) - Upgrading Constructor Ships etc. still costs 1 Admin. - Colonizers trait only gives 1 Admin back, not 5 as stated in the description. - Silics dont need access to Kimberleys Refugee. - Its weird for Aqua