More dynamic AI ... by this I mean consider its position and needs more. Right now, for instance, if the AI has a surplus of 100 Duranium, it seems to still slobber and drool if you offer it 100 more in a trade even though its not using the surplus it has ... and doesn't seem to value it any more when it has -10 Duranium (and I often see the AI with negative amounts of resources). Choices in forming a government as the game progresses, not just instant bonuses from
Chibiabos
I do understand what you are asking, and have the same problem -- the interface for game setup is not clear as to whether habitable vs. extreme planet frequency are relative to each other, or to something else.
The description is somewhat confusing because it says ships built on the planet , but ships are built at shipyards, not on planets. There are a lot of descriptions for things that are utterly useless or wrong, however, and in a couple cases are actually the reverse of the actual effects.
[quote who="Captain Patch" reply="3" id="3564593"] I think that trait can only be used ONCE. That planets and space stations within your territory at the time the trait is acquired will flip. That's the only way I can explain having the trait, but planets and stations that later get drowned in my cultural expansion do NOT flip. [/quote] Yes, but you can time it just right. Remember you don't have to spend an ideology point immediately
[quote who="Thecw" reply="58" id="3564498"] Do not try to make ships go below a 2 logistics cost, because then when the Hyperion Logistics system becomes active you will get nasty crashes and hangs. This is probably the reason SD has made the HLS no longer stack-able, because if there would be a ship with logistics cost of zero then the calculation of how many ships you can fit in a fleet will result in a divide by zero. [/quote] I thought the HLS was still
The Benevolent ideology trait "Enticing" will flip any and all planets or space stations to your civilization, including "Immune to culture flip" planets.
Not sure if this is intended or not, so don't know if its a bug or not, but seems odd to me.
An Ascension Gate is not an upgrade to any previous improvement, its a building of its own. You just find a spot (you'll probably want a high-production world) and build it.
Simply fixing tactical combat might help. For some reason, no matter what, carriers never seem to get targetted until after their fighters are destroyed. If this were not the case, if Carriers were made a higher priority target than fighters for, say, Assault ships, that might help -- the tactical battle would probably still be lost (I imagine the fighters will still hang around after their carriers are destroyed in the fight) but with the carrier gone, the fighters would not be a
I am running 1.03 as well. That is strange.
[quote who="Semipiratical" reply="27" id="3564045"] Destroyed fighters already take a few turns to replace; I've lost carrier fleets by foolishly engaging several times in succession and having only 1/4 of my fighter complement available on the last fight. [/quote] Are you playing with a mod? I've taken my carrier group into a battle, lost half my fighters but won that battle, started another battle with the same group the same turn and all of my
Yeah, I noticed this when playing as the Drengin (which have that trait as a permanent racial trait).
I have exactly what we need: yet another lame idea to give carriers somewhat of a nerf. :P Instead of any of the above ideas, how about this? Fighter Pools Instead having fighters be completely "free" and unlimited, how about a "pool" that has to be maintained? Fighters are added to the pool by being built from a shipyard and/or planet. Fighters are removed from the pool when they replenish a carrier's d
Its stacked. I photoshopped in a mouseover of ship maintenance showing all effects. I picked a tree for my custom race that includes "Living Ships" precursor tech that claims to make all ship maintenance 'free' -- but of course by 'free' they mean they reduce it 100%. This is, I think, the reason it goes below zero -- because even small maintenance discounts such as the regular ones you get from enhancement techs (which I didn't choose to research myself,
Salesman: "Hey buddy, do I have a great deal for you! I'd like to lease you this fancy new Field Detector sensor for your ship!" Ship owner: "Ummm ... not sure ... budgets are kinda tight ... but at the same time, them pirates keep lurking and hitting my support ships, so ... I am kinda in the
I don't even lose fighters anymore, TBH. Its rather too easy to pump them up with fleet enhancement tech. Enough carriers with enough fighters and ... yeah. My cargo hull carriers have no weapons themselves, but the AI can't take out a single fighter even when I face armadas of Huge-hulled warships. Everybody's dead, Dave. [video]https://youtu.be/shs7VQhVvxA[/video]
[quote who="Franco fx" reply="10" id="3563908"] Someone said in another thread that carriers will only regenerate their fighter at a star base or ship yard. Is this a fact? If so it severely limits carriers and this has never been my understanding. If it is true this has been changed and reduces the power of carriers substantially. No one questioned the post made after the comment was made so I wondered if it could be correct. [/quote] I've seen
There are some enhancement tech choices that generally allow you to pick 1 of 3 choices, such as some % more powerful, some % cheaper to build or some % smaller for ship components. You aren't allowed to later research the other two. However, that does not mean you can't get the other two! The short answer as to how is to farm additional tech enhancement choices to supplement the one you made and researched to other civs through careful tech trading (this only works,
[quote who="Starus" reply="10" id="3563893"] That's exactly what I do too. My description on the OP was rather unclear, I'll admit it. As some have said, there should be colours to each terraformable hex to show which terraformer you should use on them. [/quote] Yes, exactly (on the second part). But in the meantime, consider my earlier comment -- "Planetary Soil Upgrade" and "Soil Engineering" upgrade the exact same tile
"Planetary Soil Upgrade" and "Soil Engineering" are the two improvements that have identical tiles they can improve to the Ultra-Terraformer. You can build one to free a tile, keep the other one around so you can compare subsequent terraforming improvements so you won't waste one that can improve un-UT-able tiles on a UT-able tile until you get the actual UT. Once you get the UT, I suggest building PSU and SE first and the terraforming improvements that can wo
It really doesn't help that the descriptions are very unhelpful. Different techs will describe the 'quality' of tiles they can improve differently even when they are the exact same tiles.
Firstly, the first two terraform improvements (I forget their names) only terraform the same exact tiles that the Ultra Terraformer will, but they are much cheaper. You could just build those two until you get the Ultra. OR ... more strategically ... Since those two only terraform the exact same tiles as the UT, you can use them to gauge which tiles the UT can terraform versus not, and from that figure out non-UT-able tiles the other terrafo
Note: "Tariff Stations" (tech available to Altarians) describes "All starbases now give a significant boost to the trade income of colonies with their Area of Effect." but the only effect unlocked is "Research +10%" (nothing unlocked for boosting trade income) Probably something else to look at in the XML?
Possible bug, as its readily exploitable -- I noticed the AI I had been steamrolling still showed on the diplomacy screen after snubbing a surrender by surrendering to its own ally instead of me. I decided to see if I could -- and yes, I could exploit this. Yes, I was able to negotiate a peace deal with the defeated AI and, through adding in my own techs to offering peace (I am a bit behind technologically in this game -- usually I'm not, but trying out Drengin and the war pat
Actually I may have found it? I don't know squat about XML, but did a little poking around ... someone correct me if I'm wrong here? Here's the code for the event from IdeologicalGalacticEventDefs.xml DesignRevolutionEvent DesignRevolutionEvent_Name DesignRevolutionEvent_Dec [...]