[quote who="COSIAN" reply="1" id="3632579"] Can't you just remove the ship yard on the new star base SPONSER SETTINGS screen when you place the star base? [/quote] Sure, but you have to manually do it for each and every Starbase. It's a PITA.
ManiiNames
Same, message appears.
TY for your efforts. Well done.
IntelliJ is a wonderful program. After a patch I can select the entire directory and get a list of all changed files, and the changes within them.
Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules. Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you. Patch looks good overall. TY for your efforts.
Issue: Value is missing from starbase range for military starbases. Previously, Military starbases had this modifier on L2024: StarbaseRange Starbase &n
My bet would be on Multiplier.
@Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/DLC4_PrecursorWorlds/Game/DLC4_ColonizeEventDefs.xml SensorPower Global Colony
Yes, you are correct.
Thank you Mormegil.
I prefer the Arcean technology tree myself, primarily for the amazing free movement. It's pretty easy, without min-maxing too much, to get +12-14 movement for all ships.
Pretty sure I have #4 and it shows ~Sensor Power~ and Flat +2. What was changed in #4 was the Scout event, not the planetary colonization event. (opt-in #4) The Scout ideological Event now uses Sensor Power with a % bonus, instead of a flat range bonus.
Issue: The current implementation for the Precursor Satellite colonization event offers a choice for +2 Sensors. Unfortunately this is +2 Sensor Power, which is basically zero. Issue: This appears to only enhance sensor capability for ships and planets, I would assume it should work for starbases as well? @Mormegil Looking at the 1.7 stable release, looks like this fix didn't make it in. Still a flat +2 SensorPower. File: DLC/D
Honestly, I rarely have that much money. The way I set up my economy precludes generating large amounts of cash, instead it gets funneled into manufacturing and research (44-44-12). Most of my actual cash turns into technology that I buy from other races. My general goal is for per-turn income to be as close to zero as possible, if I have gobs of cash accumulating then something is broken.
Cool, never seen that before.
I have played a lot of GalCiv3 and I hardly ever use this tab. I find it easy to believe that it was either a). Forgotten or b). Not prioritized.
I tend to play in Large galaxies, so there aren't THAT many planets to colonize. Are you perhaps in something immense and we're running out the list of potential events?
Would be spiffy indeed.
I normally build one power plant on every planet. If the planet isn't extremely tiny, I also build a factory. If the planet is of reasonable size and the layout works, I'll build more factories in a formation around the power plant. Q: Why a power planet? A: Long term the power plant has the best +% for a single hex of space, topping out at +100% while a factory is only +50%. Q: What do I do with my manufacturing capability? <
The Drengin start with negative morale. Yes a building fixes the problem, at least while you continue to keep it upgraded in sync with the planet's population. I myself view morale buildings as a tax, and try to avoid them whenever possible. Harmony crystals, technology such as +4 to all morale, starbases with +morale modules etc are the way I deal with morale issues.
You could use the global tools and say "Hey! Everybody building Killer now build Killer Mk1", would solve the problem with existing functionality.
Suggestion: Now that you have multiple constructors working properly, how about updating the definition of the "Basic Constructor"? Something like this: BasicConstructorBlueprint Cargo Support Constr
On the Bazaar screen I scroll up and down using the mouse wheel. Works fine.
Research relics always only gave 10%, they didn't give extra. Which, strangely enough, made research relics the crappiest ones overall if you have the Ancient trait.
Thanks, I'll look for it.