Yeah, its well known that the AI doesn't use the appropriate values for...well just about anything, really. It's beta, so I would recommend avoiding obvious exploits unless you're specifically testing something. Just because you can rob the placeholder AI, doesn't mean you have to. About the only thing I do with Diplomacy right now is trade tech for tech, and initiate open borders. It does work "as intended" because the values the AI use for trading aren
Turkwise
[quote who="Bamdorf" reply="6" id="3525938"] On a related issue, when you save a ship there is a button to save as template. But...then it doesn't get saved as a build. So you have to remember to save first normally then go back and resave it as a template. That seems like extra, unnecessary work. Or I am just missing something, as per usual. [/quote] Nope, not missing anything. I usually do it the oth
Yes, scroll to the bottom of the improvement list and choose a project: Economic Stimulus, Birthing Subsidies, Cultural Festival, or Research Project. Note that some have to be unlocked through research. If you want a planet to focus more on military (shipyard) production, use the planet's govern window and move the manufacturing slider (not the wheel) to the left. When something is added to the queue, such as an upgrade to an existing building or terraforming, the pro
Are you.......are you giving them programming lessons?
In the past dev streams, Paul has mentioned the Colonizer ability. I think it gives an extra, free, starting colony ship.
[quote who="Ex Mudder" reply="8" id="3524971"] Really wish I knew which planet was ebing colonized, so I could choose + influence choices for border colonies and skip + research for low quality planets. [/quote] If you say "No" when the game asks you if you want to colonize the planet, you'll then have time to look at what planet it is and figure out what you might like for it, then move the ship to colonize the planet. All you'
[quote who="Gauntlet03" reply="819" id="3521704"] Alrighty! My bugs/Yor ship set is done. These guys definitely took a while, and a lot of work went into the carriers... the Huge Carrier actually gets a little choppy in the designer because of all the moving parts (all the individual fighters cannons swivel a little). I'll have to produce a version of that model with less animations for the future... runs fine in the rest of the game. [/quote] <br
I don't think my excitement can be contained. [e digicons]8C[/e]
[quote who="peregrine23" reply="6" id="3524401"] Quoting Turkwise, reply 4 The balance is the Yor tech tree's improvements to adjacency bonuses, along with their 20% production bonus, which makes them very good manufacturers with decent planning. First appearances can be deceiving - they aren't the slightest
[quote quoting="post"] Can modders modify traits? Can modders add more traits to the game? [/quote] I can answer these two: Yes, and Yes. This can be done with the XML files currently. This topic got me started experimenting with traits, but I posted a picture of my tinkering here: https://forums.galciv3.com/461519/page/1/#3524268 The xml files "FactionDef
Hmmm...I was just messing around with this, here are my results: It displayed every trait, and I could use the mouse wheel to scroll (slowly) to the bottom, to a test trait I made (it works!) I have no idea why it would only display 5 traits for you. It's odd.
[quote who="DaJoshe" reply="2" id="3524192"] The Yor suffer even more than this with both capping at 50%, although I assume that is to balance their lack of need for farms. [/quote] The balance is the Yor tech tree's improvements to adjacency bonuses, along with their 20% production bonus, which makes them very good manufacturers with decent planning. First appearances can be deceiving - they aren't the slightest bit lacking in manufacturing c
While I agree that projects are completely broken right now, I don't agree that the building system is bad. I think it is one of the best parts of the game right now. How are automatic upgrades micromanagement? The game manages that for you - you don't have to do anything. The part that requires some amount of micromanagement is terraforming, but that part is fun for me, I'm always excited to unlock a new terraforming tech and see how I can improve my world
I had the opportunity to learn more about the Motivation I (Relentless) bonus. +10 to production means +10 to overall production. So if your economy wheel is split even 33% to each manufacturing, research, and wealth, each will receive about 3.3 to raw production. This means that the bonus is multiplied through your buildings. It is also affected, naturally, by race bonuses; with Yor I got +12 added to my raw production. Here are the test numbers f
[quote who="Tetrasodium" reply="3" id="3523488"] along with whatever this does: Tourism Colony Multiplier 0.05 [/quote] My guess is that it deals with adjacency bonuses.&n
1) You can only build one port of call... I don't remember if there are other tourism buildings in right now. I think there used to be, but it got changed to Port-of-call upgrade (?) 2) approval is in, but usually very easy right now. Look at your morale and shift your buildings to farms if you've got lots of extra morale. 3) broken, indeed. I believe a few others are not working quite as described. 4) useful at the beginning. I'm no
I think the modder-types are probably holding off on making major mods until the game is more complete...after all, a beta update could render their work useless.
(oops, I hit "quote" instead of "edit")
Beta. The AI is not complete, not balanced, they don't value things properly and willingly make really bad trades. This is well known, so I doubt it will be hotfixed - more likely we'll see improvements as the game nears completion. In the meantime, there's more fun to be had by not exploiting the unfinished portions of the game. Yes, diplomacy AI can trivialize the game, but you don't have to (and really shouldn't, but its a game do whatever you
Environmental Research . One of three "environmental" options in the "planetary improvement" line that will increase adjacency bonuses. As mentioned above, events can also increase adjacency. Like the motivational speaker who tells everyone to get along. It works like this: If the building gets an adjacency bonus from one or more neighboring tiles, that bonus is increased by the amount of your total additional bonuses from tech/events. For example, if
As I understand it, this is something that would pop up occasionally when building a mining starbase in earlier versions. But I'm seeing a lot of planets being generated with the name "Thulium" in the new opt-in patch. In my first game, almost half of the stars I've explored have a Class 0 Dead Planet named Thulium. I started another game with different settings, removed fog of war, and looked around, saw a lot of Thulium planets. In every single case, the na
The drop-down menu wasn't showing a beta for me at first, but I gave it a moment and now I'm opted-in and ready to play v0.72! :D
[quote quoting="post"] (- Side Question: On the map I can see that some planets get +50% Morale or get +25% Tourist Income. Is there a way to get this info on the Planet UI? This is the the other reason I close the window and reopen it again.) [/quote] Underneath your info for "Approval" and "Planetary Defense" there will be, if applicable, an Icon and title showing you what type of world it is, ie. Serene or Active Core or Desert Plan
But you're not switching from good to evil. You're adding to the traits that define your culture. No (real) culture (and very few fictional ones) can be defined as purely benevolent or purely pragmatic, etc. A culture can be greedy traders, right? Affinity and aggression? Those can go hand-in-hand. Even ones that at first glance seem to be completely contradictory are arguable compatible - human cultures, past and present, are full of such contra
[quote who="charon2112" reply="33" id="3521107"] Quoting Turkwise, reply 32 It makes little sense to lock a civilization to a particular path when the lore of the game doesn't support that notion at all. I don't mean to imply that certain races should always be locked