It sucks to research a tech with a galactic achievement only to find you can't build it. I've been playing the campaign, and I suppose in a normal game you at least get a popup that tells you that an unknown civilization has created galactic wonder x. Still, I would like some way to locate galactic wonders. If it's such a big deal that it prevents me from building it, I should at least be able to see it. Clicking on other planets, even allied planets, doesn't seem to
Ramboing
I generally only put .5 pop on a colony ship.
Although it doesn't have a huge impact on play, so many buildings being invulnerable bothered me enough to mod it. ...and wow there's a lot of buildings I had to un-invuln. There's more invulnerable buildings than normal ones. Buildings like the command building that gives you a general have to be invulnerable to keep you from being able to build and destroy it over and over for more generals, but if there were another solution to prevent a person from farming generals,
dunno, it comes right after the Arcea mission for me. Second campaign in the list with all DLC installed Next on the list is Return. The post was created just by hitting quick reply.
Boy, I just finished the second scenario, contingency, and it's a bit soul crushing having your ally just expand influence across the entire map. I expanded to all, I believe 8, available planets pretty quick, but it wasn't too long before my ally's influence was eating at a couple colonies. One I barely kept by rushing out 3 influence buildings; the other got annexed away from me with 2 influence buildings. After that, I basically put all my ships in starbases so they would
Yeah, I think they have weights. But I want tradable 100% if the recipient doesn't have an exclusive specialization and 0% if they do. I think it might not be moddable. I think if I have to choose between having specialization choices and having trading I guess I'll choose the specialization. Last time I was looking at a specialization choice, I was thinking, "hmm 15% ship health gives me power now, or I can get the mass limit which will maybe let me build stronger s
Alright, well there is an parameter, but I would like them to be able to trade as long as the recipient doesn't have one of the other specializations exclusive with it.
Yeah, unfortunately most early game buildings are worthless in the early game; you just want a space elevator, farms, and cities. To fix, change early tech buildings to flat bonuses, with later tech upgraded buildings staying percentage based.
So, I always go around trying to collect all the specialized tech through trading, but in the end I find it very unsatisfying to have EVERYONEENDSUPWITHALLTECH. Ruins the point of the specializations. How can I mod the game to disallow trading a specialization tech if you already have one of the other specializations? And while we're at it, how to disallow trading tech that requires a species ability?
The campaign seems somewhat buggy with administrators and resources and such, as it uses the non-expansion mechanics. While they've been cleaning up the main game, they seem to be neglecting the campaign. It would be better and maybe even easier if they just converted the campaign to the latest version rather than having to worry about bugs cropping up in multiple versions.