that design looks like it works ill share mine. the advantage to mine is that the first 3 are in immidiate range the second 3 come in range with 1 range extension tech and then 6 more with the second range tech it looks like you get 3/0/9
androshalforc
ive been asking for this for quite some time actually im not even sure if the bonus shows up anymore on the manu/res/wealth tooltips as i cant seem to find any bonus's listed on my planets
starbases do extend the range of your ship a starbase provides the same range as a planet would if your ship has 10 range it can operate anywhere within 10 tiles of any planet or starbase that you own. if your ship has 30 range it can operate anywhere within 30 tiles of any planet or starbase that you own heres 2 screenshots the first shows a selected constructor with range 14 and its range lines the second is the same shot with the grid turned on to show that the
so i just found this in the entertainment tech tree easily distracted -25% manufacturing cost for entertainment buildings inspector Jim: I couldn't help but notice your using wood beams instead of steel I beams for your support. Foreman Bob: oh look a bird I.J : hrmm oh yeah that's nice wheres my disintegration rifle. F.B right here. zap... kisssh I.J well anyway here's your Certificate o
when i play i immidietly grab the second planet in system get 2x factorys up on both and then spam assembly project on both both worlds are set to 100% manufacturing and 50/50 social/military i can usually push out a colony ship every 2 -3 turns with 3 pop each the prolific trait means that those ships are doubled to 6 pop when they land and thats usually more then enough pop to survive until you start meeting some races
teh projects while still available are not the best solution to this problem your better bet would be to go into the govern screen and either adjust your social/military manufacturing to 100% military if you have a shipyard attached to planet or adjust the economic wheel of that planet to have 0% manufacturing
so the starbase range extension (the second one) provides the bonus ; ship is immune to nebula's the issue that i have is i assume this to cover starbases as well. but it does not i cannot build a starbase on a tile that is: between 5 - 9 tiles away from another starbase, inside a nebula, covered by the aoe of a starbase granting immune to nebula. so is this working as intended or is it a bug?
it doesent scale exactly i cant recall the exact system atm but i believe it works something like this all ideology perks cost 15 pts choosing one increases the cost of all the ideology pts in that tree by 10 pts and in all other trees by 5 pts what this means is that you can focus your tree and collect say all the malevelont traits but that will cause all the benevelent and pragmatic traits to cost 100 pts more then when they started
unfortunately you are a bit late to the party there was a founders elite package which would have gotten you the game every expansion and dlc but they have stopped selling that and from what i understand wont be selling it again
To give an idea of the starbase stacking lets assume a world with 10 pts production ( not to be confused with manufacturing) now if i place 12 economic starbases around that world i get 1.2X bonus to production for just going econimic and a couple of range extensions so my production is now 22 now lets specialise shift those 22 points of production into 100% manufacturing and put max level factories on those starbases ( lets call that 15% each) 
If you select the tile and look to the top right of the screen it will tell you there should be a green up arrow with something like +2 approval and an orange 4 way arrow with something like +1 wealth i don't actually know the paradise tile improvement off hand But the green arrow means anything of that type built on that tile and the orange arrow means anything if that type next to that tile
Well 2 things i do 1) rush buy an "eye of sauron" ship essentially a ship with only sensor modules On it nothing else this will allow you to see all colonizable planets in range from turn one 2) i usually set global ecenomy to 100% manufacturing you can get research on one of your planets fairly soon but getting things built should be your priority
just line your borders with tiny ships that only have a few life support modules if the ai wants in they will have to destroy your ship by declaring war
i think the number keys (not the number pad) should have some default's loaded in but if your mousepad has some kind of scroll option that should work
part of the problem is that ship range is very dim has been since they added the HDR lighting or whatever its called
as far as i was able to determine the problem is caused by getting a tech that modified a ship stat i assume when you get a tech that modifies ship stats all the tooltips get updated and the update is pulling the old format tooltip
actually derek said they intended it for 1.01 but the fix diddn't make it in time but it should be in 1.02 and ive seen it to im avoiding playing my current game and hoping that when the patch comes out i can save it
well we got the values from moogle already so give him a kupo nut and you want it haflway between try for a value about .175
That sounds really complicated what i would like to have would be a new project that accrues manufacturing overflow this way you can set all specialized planets to something like 1-5 % manufacturing and then those points would stack until you need to upgrade buildings at which poiNt they would get used
I think the name needs to be changed assembly sounds to much like manufacturing as in the meanings are similar.
Yay so will that fix old games or only work on new ones?
Heres a thought if it crashed when trying to place a ship try making a custom race that does not have any starting ships clone that race and see if it will start with just the two of you
Ok so i cant say for sure 100% that you can do it or not but it should be fairly easy and i can look into it tonight if i have some time that being said you should be able to create your race with the 5 pts save it and then add the extra three traits by editing your races file
Yeah it looks like military power overflows at the same time this is probably multiplied or some other function into faction power
[quote who="Illauna" reply="12" id="3551802"] Actually with the range upgrade youc an easily get 6 around a colony. [/quote] easily 6 but with a little planning 12 is possible