darthpotato87

darthpotato87

Joined Member # 2520854
2 Posts 3 Replies 93 Reputation

I think making colonization more expensive would be a good approach. What about the following concept: You need to reach a certain population minimum to fully integrate a planet to your empire. This minimum depends on the size of the planet. So for a very large planet you would need to send several colony ships there. Before that you simply have an outpost on that planet, which doesn't allow you to improve any other tiles (other civs could have an outpost on the same planet

56 Replies 209,354 Views

My friend and I faced the same problem playing multiplayer. For me it happened when I pushed the "End Turn" button and one of my survey ships moved automatically on spacejunk. Somehow the game thinks you are done with your turn although you aren't because you still have to close that "space junk window". And so it doesn't hand the turn over to the other player. This happened two times in our multiplayer game. We reloaded and moved our ships manually after that. Everythin

16 Replies 16,716 Views

Hey guys, a friend of mine and I were playing multiplayer recently. Everything worked just fine till yesterday, even restoring a game. But when we are trying to restore our savegame now, we are caught in an endless loading screen. The galaxy is still moving meaning that the game doesn't crash. The only way out is ALT+F4 though. The same happens when we are using older autosaves. Regards, DarthPotato87

1 Replies 6,815 Views

A few ideas that came into my mind while playing the Beta. Some of them might have been mentioned before. If so, I am sorry. :) 1. I kind of dislike the constructor spam caused by the fact that your constructor vanishes each time you are using it. Why not doing it the way Civ Beyond Earth is doing it with the explorers and their explorer modules? You build a constructor with one or more construction modules. You move your constructor, build your starbase or an upgrade and the

19 Replies 7,824 Views