dlapine1

dlapine1

Joined Last seen Member # 2526623
6 Posts 176 Replies 10,970 Reputation

[quote who="SpacePuddings" reply="5" id="3734270"] Alright, I modded my game so that all ship hulls except cargo has 1 range. It works perfectly, at least for me. If I want to make offensive fleet, I have to invest on ship range upgrade sciences. Previously those upgrades were pretty much useless but now they are actually necessary, if you want to travel around more freely. [/quote] Life support required for all spaceships? What kind of crazy talk is that? :)<

8 Replies 27,522 Views

If you can mouse over the planet and upload a screenshot, that could help us determine if the issue is something simple or worth reporting to Stardock

5 Replies 18,179 Views

Does the ranking account for HP on the ships? That's the one factor that the AI sometimes gets that can be very terrifying early game. One large ship with 100+ HP's can easily destroy a fleet simply because it can absorb the damage from the smaller vessels...

5 Replies 7,996 Views

A side note is that the different ages are reached by researching technologies, so you really want/need to do a lot of research to open the Age of Ascension locked techs. The tech tree shows a progress number (20/32) towards the next age. As far as I can tell, what techs are researched doesn't change the progress towards the next age, just the total number. It can be frustrating to have a colony ship waiting there and be unable to use it.

5 Replies 18,179 Views

I run an 8c Ryzen 1700x and have 32 GB of ram- no stuttering on any of the 3.x versions. I do run the game off of an NVME drive (Samsung 960 500GB M2) and I would highly recommend spending your money on faster storage rather than more cores. That being said, GC is one excuse to buy a 16/32C cpu, as the game will try to use those cores.

2 Replies 16,540 Views

Looks like it would be reasonably simple to add a base level of food production per planet to a tech tree as a starting basis. And Earth is only at 7.5B now with a fairly flat growth rate per the last fifty years, so the population from a capital and 1 extra city would seem to be reasonable.

14 Replies 46,955 Views

That's in the base game. I suppose that it would be fairly easy to create a mod that simply gave you 1 or 2 food per planet as a base production. Or maybe an economic station mod for "hydroponics" to add some food production. At this point, for any planet under 12 class, you'll only need one city to max out the population on that planet.

14 Replies 46,955 Views

Food is a way to increase your population per planet by letting you build more cities (4 food required per city). With crusade, population is only used for raw production or colonizing. The "arable land" tiles can be farmed to add to the food supply, and all other food tech enhances the food production from these tiles or city population. I have found that the larger the planet, the more likely it is to have "arable land" tiles. Additionally, you can research tech to give all of

14 Replies 46,955 Views

As the tech trees are different for each race, having one wiki page would be less helpful. There a mod at Nexus to show your current tree.

7 Replies 27,313 Views

AdamMG is correct, you should be getting some tourism income from day 1 from your capital world, unless you have some custom race?? Researching tourism enables the tourism buildings for all the other planets. Plus, there's a galaxy wide special and per race special building for tourism to up the levels

11 Replies 28,199 Views

What can help is going into the list of planets from the civilization tab and sorting them by happiness. Adjust your taxes for the desired effect and watch the happiness rates change on all the planets- For planets that are too low, add extra entertainment buildings there if possible.

3 Replies 23,019 Views

Have you built port of call on any other planets? Tourism is based on a percentage of "infuenced" hexes but you have to build buildings on each panet to take advantage of it. The home world potentially gets 2x tourism from any spaces directly connected to it

11 Replies 28,199 Views

I'm laughing as I image how resistance works in mitigating culture flipping. Sees ads for average family home in US, "propaganda" is the response from the North Koreans. "Potemkin village" from the soviet union, etc. Tries to sell french bikinis and racy movies to Texans- "y'all ain't from around here, we don't go much for that" It's a realistic mechanism and I didn't realize the game had it. Now what builds resistance on a planet besides the academy?

8 Replies 50,916 Views

Yes, I agree. Economics now has a much larger role, especially if you consider special resources, minerals and food as part of your economy that you'll need to manage. Harvesting your own monsantium or harmony crystals means that you aren't dependent on an outside civilization for essential items, but also means that you need to find and colonize those types of planets first.

13 Replies 36,791 Views

Because the game is intended to provide lot's of possibilities, the ship design allows for lots of options and can get complicated. A non-obvious thing is the ship classes; in combat, the classes actually have very specific placement and roles and can greatly affect the outcomes. I have a link to the wiki with more detail around here somewhere that I will add later, but the simple easy arrangement is to have some ships with defenses (and some attack) configured as</stron

8 Replies 79,366 Views

The update is nice because now you face a choice- money for better starbases or money for other things. I appreciate the lack of constructor spam as well. In addition, with administrators being scarce, each star base matters a lot more. Using the old system, adding one more starbase was trivial; now it's choice between a starbase, a planet, or a survey ship and that makes for a more interesting game. If I can have just have everything, then why wouldn't I? Making some hard choices (a

13 Replies 36,791 Views

Welcome to the community! I'm glad that you're finding the game fun and challenging. For the ship designer, I'd note that all ships have a cosmetic side and functional side. No limits on the number of parts for the cosmetic side, but the functional side is strictly limited in total capacity per hull size. You can do research to gain techs that shrink component sizes (per item class) or increase the overall hull space so you can put more items on any ship. A key to success in this game

8 Replies 79,366 Views

As noted above, i'd go with: Have the unused available tiles on each planet produce food by default This forces a great choice on the player- as you develop the planet, you trade farming space for other functions -construction, research, influence, etc. These would need to be completely unused, so special tiles with resources like monsantium wouldn't produce food, regardless of their development status. Shade the production up or down for desert, toxic o

98 Replies 610,831 Views

[quote who="EmperorVir" reply="7" id="3700080"] Quoting dlapine1, reply 6 Hmmm, seems that my approach is unusual. Don't make any military ships at first, build constructors to mine and trade techs with the civs to earn enough $$ to hire a merc or two with the resources I mined. I don't normally start to build m

12 Replies 35,958 Views