Researching anything makes other technologies progressively more expensive. So if you invest heavily in terraforming and then go back to get beams, the beams will cost more. Reverse is true as well. However if you continue to ramp up in research capacity per turn you'll still stay nicely ahead of the game. What it does is allow you to quickly and cheaply invest in targeted technologies, but keep you from just instantly researching everything in creation when it'
ManiiNames
You start with a value of ten. Anything after that is either researched or you are playing an alien with racial bonuses.
Pirates are supposed to take you by surprise, that's how they make a living.
Fix is actually to build some combat ships and go kill them. You know they're in the area, and they only have a movement of two. Route around or build military.
Thulium Data Archive is now +2 adjacency. At least this one gives 10% research, and is enhanced by adjacent buildings. Antimatter has no production of it's own and is not enhanced by adjacent buildings.
I think both of these are kind of crappy now. Durantium Power Plant is now only +1 to Total Production Antimatter Power Plants now only give +2 adjacency bonuses.
How well do the targeting and jamming bonuses work?
I like it, but there was a discussion around boosting the power since they ar now exclusive. I feel there is, in most cases, a single correct choice and the other two fall by the wayside.
Yea but in addition to selling me a resource they also gave me a spot on their planet. How much is a tile location worth? Quite a bit to me, at least. I'd rather scrap the resource and build a factory than sell it to someone Cheaply. Also so note the 500c price was for TWO harmony crystals, not just one.
Issue: AI perceived value of on-planet special resources seems too low. Example: Trading w Terrans, total mods are ++- so a net + I asked for two Harmony Crystals Offer pure cash, AI only wants 501
It's hard for me to tell what the racial differences are.
There are things which give both penalties and bonuses to "Food". If the trait adjusts max pop directly then it sidesteps balance issues around "Food". Maybe? Just playing devil's advocate here.
Do the building manufacturing discount technologies work? Talking about things like "Factories and Research facilities cost 5% less to build" in the Altarian tech tree. When I research this tech and then examine the building costs they continue to say they need 30 units of production, instead of the expected 28.5 units.
Yep there are some reports about that in the forums. Seen it myself with a ship that was 125/100 in capacity.
blow up their star bases and then build your own!
Important info: Shrinker adds 10% capacity, but it can be increased through adjacent military or hex bonuses. +5% per, adds up fast.
Upgrading allows you to choose from designs you have available; is there a tiny hull ship with a constructor module in your list?
Indeedy, I would like to see them.
Seen this as well.
Trying to wait for r3 then I could be interested.
Pondered how I would figure out when I actually bought the game, but Stardock.com keeps good records, and my account info says it was the Galactic Civilizations III: Founder's Elite Edition on 15 Oct 2013.
Production rollover is working right now in 0.82.
Prototype survey module gives +30% Beam Range, and has no sensor capability? Is that correct?
Greatly prefer the upgrade path, as building something in a single pass seems quite unlikely unless I was applying huge amounts of money to the problem. I will normally turn off auto-upgrade early on in a new colony's development, because I want to build say some factories but not invest the effort in upgrading them to megafactories until I get certain other things up and running. Reasoning is a factory gives +25% prod, but each additional increase is only another 5%.