The Zealots faction trait is supposed to award you 15 points in your primary ideology per planet conquered. If that works (I've never tried it, though I don't recall seeing any bug reports about it), then that could help. You might even be able to abuse the ability a bit by conquering a planet, allowing it to fall to someone else, conquering it again, and so on, as the Zealots ability has a trigger of OnConquerPlanet instead of OnConquerPlanetFirstTime (which is used by the Malevolent
joeball123
[quote who="Ericridge" reply="2" id="3614153"] if a planet require at least five winning battles, you still can take the planet in single turn. [/quote] Yes, and I see that as a problem, because it means that your system is "current system but with more clicks." Basically, what your revisions boil down to is a waste of my time. It doesn't give the defender any more time to react to an invasion. It doesn't make the invasion mechanic any more engaging, interesting, or
The easiest way to do what you want to do is to change the internal name of your custom improvement from ConstructionExo to ManufacturingYor, which redefines the ManufacturingYor improvement to be the custom improvement that you've created rather than the improvement in the game files. Otherwise, you're going to have to create an entry in your mod file for the ManufacturingYor improvement and add something to the improvement definition that disables the improvement - adding &l
[quote]How many battles should it require to suppress a planet, crush it beneath your iron heels? [/quote] If by 'battles' you mean how many times I should have to move one or more transports onto a target planet, select an invasion type, tell the game to resolve the engagement, and succeed, my answer is "one ." I'd be perfectly fine with invasions taking more than one turn to resolve, but the implementation suggested fails to do that. What you've su
[quote who="DocJohan" reply="16" id="3613958"] If I have a fleet with 6 unused movement points on the enemy's turn, and they attack it with only 2 movement points, I should damn-well be allowed to say "Screw that noise" and pull them back!. [/quote] Why? If you didn't want the battle and you had enough movement points to end your turn beyond the enemy's reach, then you should have ended your turn somewhere beyond the enemy's reach. Moreover, this gam
[quote who="Achronous" reply="3" id="3613947"] The treaties give you a percentage of your partner 's research, culture or production if I'm right. [/quote] If I'm reading the XML correctly, what really happens is that all of your colonies and all of their colonies get a 25% bonus to the approrpriate output (research, gross income, or culture generation) that stacks additively with the bonuses from the improvements which already exist on the planet. The treaty is
[quote]What files controls that aspect? [/quote] ImprovementDefs.XML. Specifically, the (techname)(/Option> bit inside the tags in each improvement definition for improvements that have prerequisite techs (note that if there's an improvement unlocked with different techs for different factions, then there will be more than one (tech internal name) within the <Tech&g
I would also note that the damage dealt per shot has a random component to it. It's entirely possible that the Drengin ships did not have any invisible bonuses such as the Rapid Reload component and yet still won. Statistical advantages only make it more likely that you'll win, and that you'll win by a larger margin than your opponent would have, they don't guarantee that you will win, and the smaller the statistical adantages are, the less favorable the odds
[quote who="glasscitypc" reply="11" id="3612760"] I never asked for any new features, you left out where I said to simply have a place to type the name of the star under the template. [/quote] You "never asked for any new features," and your proof is that I left out where you asked for a new feature to be added to the editor. Yes, I find your argument that you're asking for a bugfix rather than a new feature quite convincing. [quote who="glasscitypc" re
[quote who="glasscitypc" reply="8" id="3612624"] It names the system incorrectly. [/quote] Does it? Because I see no indication whatsoever that the system name was ever intended to be anything other than the homeworld name. Even in this thread, there is only the assumption that the name of the home system template would be the name of the home system and the claim that this is a 'bug' despite it being quite likely that the majority of custom factions will <e
GCIII total tiles on map: - Tiny: 2791 tiles - Small: 4921 tiles - Medium: 10981 tiles - Large: 15769 tiles - Huge: 27361 tiles - Gigantic: 97741 tiles - Immense: 173521 tiles - Excessive: 253171 tiles - Insane: 434341 tiles GCIII diagonal dimensions: - Tiny: 61 tiles - Small: 81 tiles - Medium: 121 tiles - Large: 145 tiles - Huge: 191 tiles - Gigantic: 361 tiles - Immense: 481 tiles - Excessive: 5
[quote who="glasscitypc" reply="6" id="3612541"] First you say it's not a bug, then you say it's possibly an oversight by the devs which is precisely what a bug is. [/quote] Oversights are not bugs, they're things the developers did not think to include. Bugs are incorrectly or incompletely implemented features, or unintended and undesired interactions between implemented features. Furthermore, while it is possible that it is an oversight that le
[quote who="Ericridge" reply="4" id="3612504"] Looks like a bug to me. [/quote] What looks like a bug? That selecting the Sol home system template gets you a star named (homeworld name) rather than Sol, a star name which is already taken by a standard faction and, were the star name set by the template, shared with as many custom factions as you have which used the Sol template? No, this is working as intended; there are no bugs to be seen here, only a design decision about
[quote who="walton_reeves" reply="1" id="3612453"] But how about is there an advantage to having multiple starports around a single planet? [/quote] No, because the game as it currently exists will not allow you to sponsor more than one shipyard with a single planet, and if I recall correctly even the trick of swapping sponsored shipyards from one turn to the next (allowing overproduction to continue production at the first shipyard while the planet provides its output to a
[quote]Start A New Game As The Saved Race Only To Find That The Star Name Is The Same Name As The Homeworld And Not The Star System Name Selected In The Race Editor. [/quote] What you need to realize about the system selected during custom race creation is that you're not selecting a home system so much as a template for your home system (color of the star, how many planets and of what types, how many colonizable planets, what the planets look like, what the approximate
[quote]with each hull technology there could be a new module that adds hit points to the star base. [/quote] More modules is assuredly not what starbases need, especially since balancing starbases with ships under the current model is a fool's errand; you cannot do it because you cannot know how powerful the ships will be at most stages of the game. By the end of the game, one player could have +70% hull capacity due to specialization choices, another might not
The general equation for a fully-populated planet's overall output is O = (1 + c) * (1 + p) * (P + (1 + f)*(Bf + Nf * F)) * (m * (1 + Bm + bm * Nm) + r * (1 + Br + br * Nr) + w * (1 + Bw + bw * Nw)) where O is the total output of the planet, c is the coercion modifier, p is the planet's percentile production bonus, P is the planet's flat production bonus, f is the planet's percentile food bonus, Bf is the planet's flat food bonus
You are not required to build planets or allocate spending in a remotely optimal fashion in order to win the game. Therefore, it is likely that allowing governors to build your planets for you will work and so if you do not find it enjoyable to manage your planets properly, don't bother. I will not tell you that governors are only slightly suboptimal as far as maximizing the output of any given planet goes, however, as so far as I'm concerned they are highly incompetent. Howev
Before anything at all happens with regards to closed borders, no starbases in foreign zones of influence, attacks on foreign ships within your zone of influence without need for a declaration of war, or anything like that gets implemented, I would really want Stardock to implement something that actually makes sense as borders in space rather than the nonsense that influence currently is. No, the space around the Drengin homeworld does not belong to the Terran Alliance just because I, the le
[quote]1) Just wondering how to end turn without attending every single idle ship? [/quote] Console command; think it's 'turnactions' or something like that. If you don't want to mess with the console, then I'm afraid you're going to have to spend at least one turn going through the idle ships setting them to Sentry (wakes up when anything not belonging to you or maybe an ally comes within the vessel's sensor range) or Guard (doesn't
The issue with retreating isn't a question of 'realism,' it's a question of whether or not it's actually fun to have to chase down every little force that your battle fleet should wipe the floor with in a single battle but which manages to waste half a dozen of your battle fleet's moves because the computer just won't stand and fight, with further mechanical issues arising over how retreating can be abused and some questions as to implementation. Regardless
[quote who="Rectunator" reply="4" id="3607956"] Would it be as simple as just giving all the engines the line " true " in shipcomponentdefs? If we forget tweaking all the AI ship blueprints for a moment. [/quote] That would be a possibility for preventing the ship from having more than one of a specific drive component on it, yes. Do be aware that if you don't have anything scaling the hull capacity required for the drive systems this s
The biggest drawbacks to a strategy of highly-specialized centers of production are that losing any one center of production can throw your economic balance way off (especially if your empire has relatively few centers of production, or if you have the bad luck of losing a lot of centers of production that all produce the same output) and that it is highly inefficient to redirect the production of a highly-specialized center of production into an off-type output. Let's say, for ex
Because the developers decided that for this iteration of the series it was better if you had to build the base improvement and then each upgrade of it, rather than going with the GCII model where you could build the fully-upgraded improvement immediately or choose to save some manufacturing costs and get a lesser improvement sooner. One justification given for this decision is that the planet output ramps up more rapidly if the improvements are built in this fashion, which is true wi
Removing the Bureau of Labor from the game should be as easy as deleting the entry for it in ImprovementDefs.XML. As far as changing Coercive to something else goes, I believe that you'll want to find the PatrioticAbility entry in AbilityDefs.XML, and then change the EffectType from PatrioticAbility to something else (an EffectType of Diplomacy will get you a relations bonus of the same kind as the Likable trait, with the Value line being the magnitude of the bonus; DiplomacyShare