Sorry, when I said base game, I meant the game without mods. All DLC is fine, I have it all, but the issues remain within those DLCs as well, in regards to the Alliances and such. Again, maybe I am just not seeing something, or I did something wrong, but how it currently seems to be, the issue was never resolved in any of the expansions.
Synagas
Oh, dang. I missed the one chance to take one than, offered and I figured it was the same. Any way to encourage them to offer it, or to even establish a trade route with any of my planets? People love me, and I have more tech than they do, but no one wants to trade for it, or with my colonies :-(. Thanks for the update though. Wish we could ask for it in turn, especially if we offer it.
I pre-ordered this game way back because of loving Gal Civ II. As we all know, rough start for III, and I stopped playing till Crusades. Ended up taking another break, but recently back in. Have a good game going, but it seems that Agreements and Alliances are still broken and worthless. I know there are a few mods out there to correct this, but with yet another DLC coming up, I wanted to verify that these were never corrected in the base game, correct? Or perhaps I am just missing something.
I am sure I am missing something obvious, but as a synthetic, how do I build new legions? I see that the 2.2 bug is in play so I get some each time I conquer a planet which is great, but need to build up to take an 8 legion defended homeworld which means I either burn civilians or else I figure out the required tech to build legions, but simple can't figure out which tech that is. Thanks for the help.
The big thing with research, that I have noticed, is that there are a few "hurdles" you need to overcome. There were bugs in earlier versions of Crusade where some took longer for no apparent reason (ie they added a 0 to the requirements needed), but a lot of that has been fixed. There are still a few research choices under specializations that take 2x the research, but seems to be tied to the fact that it is normally miniaturization which is important. Anyways, I think
The finance building that you can build per colony is at the end of the age of war research tree, so what are you supposed to do for money before that? Its hard as anything to make any money, and what is the point of those buildings offering any financial adjacency bonus since you can't get more than one per planet anyways?
I was looking at the Tech Tree Viewer someone so kindly made, and was interested in the XML. Yet it seems when I get into the tech XML within crusade, I cannot really understand at all what I am reading. A lot of references are such things as "GenericTechTree_ShortDec" and similar, with a reference to a short description and later a normal description, but where is this information actually kept? It seems to be lacking in the XSD as well, so really not sure where this info is kept. On
Social is important, but what about ship building? Carbon based seem to get things that improve shipbuilding while synthetic do not. And do you know what tech cybernetics get? Using the tech tree viewer and I cannot seem to see any tech that is for cybernetic.
So, with 2.14 beta in use, I finally got around to creating and playing a synthetic race. I know you build your own population, but I thought, pre crusade at least, there was tech that allowed you to build more than 1 person at a time. Did this change? Is it capped at 100 production per 1 person per colony the whole game? Also, I thought I saw in some Let's Plays that the synthetics had more buildings that produce raw output, to include money. Am I missing this, or is it a speci
Do you need an active spy or more to be stealing techs from someone? Or just be at ultra?
I won't lie, one of the main reasons I went this way was to get that 1 point a turn, not every 3+ turns. Very sad about that.
Is this working as intended? It states that it is supposed to "double the world's research while generating a Benevolent Ideology point per turn" but stat wise this isn't the case. It has a Benevolent Culture Production of .3 (so 1 every 3+ turns I believe) and research +33% (1/3 more, double would be +100%). Took a lot to build, so not sure this really is functioning correctly. Also, not sure if the description just needs to be updated to Crusades or something. <img st
I seem to have the opposite issue myself. A lot of trades I cannot get very favorable, even though I have tried to get a fair number of the diplomacy research out of the way to improve it.
Ahh, ok, good to remember about the distance. Forgot all about that.
That is good to know. So basics are... Missiles .25% speed 90% accuracy Beam .33% speed 100% accuracy Kinetic 100% speed 80% accuracy So... in 12 seconds, assuming M:10, B:8 and K:4 damage (top of the line Age of War tech each), knowing that a miss isn't a portion of damage but 0%.... on average Missiles: 3 shots * 10 damage * .9 = 27
So I am not sure I understand the real difference between beam, missile and kinetic weapons in crusade. For the most part, I always saw beams as a bit faster, missiles longer range, and kinetic a mix, but with the tech tree in crusades, so not sure. It seems that kinetic weapons are, all around, the weakest. When compared to the other two at the same tech point, it does about half the damage, so unless they fire 2x as fast, they are far less valuable since they don't take up 50% of th
In my game, I am looking at the Iconian Refuge as a civilization that is ranked 15th (out of 15) in military power, 10th in population, 9th in tech, 8th approval and so on. Only in Tourism, Social, and Treasury (1247 bc) is he in first. He has 15 ships, 6 starbases, and 11 colonies. Compare that to my 35 ships, 19 starbases, 28 colonies and the fact that I had 65 techs (?) that he needs and he has 4 that I need. His score is 630, while second place is 437 and I am in third with 359. In genera
Sorry for the delay, but thank you for the answers.
Crusade indeed. And ok, so no known work around to avoid. Damn. I mean going to a decent planet, but not the one I needed it at.
Not sure if this is a bug or not, but some of my mining bases will automatically reassign themselves after a few turns to a closer planet. Annoying when the distance difference is 1 or 2 and they keep leaving the one I really need them pointed at. Is this working as intended?
When you destroy a faction, their mining bases remain theirs and you can destroy them, to where the field says build mining base, but also says "Faction Mining Base" with faction the faction's name that died. Can't build over since it still keeps their influence somehow.
Having not played much outside of Crusades for a while, some of this might be old news, but I am just now noticing it. First is the whole legion issue. I think they are really cool, but end up making war way to easy. I was declared on by a faction and I used two transports, 5 legions each, to wipe him out, planet after planet. I lost a total of 2 legions since he only had a couple of planets with legions on it. Overall, war is now simple with how it is set, with the aggressor having a
Once you achieve any level, I assume pulling the spies makes no difference? And when can you steal, only ultra?
And when you start the game, you do mean a new game, correct? The XML is only apparently read at the start of the game, so it won't make a change to a game in progress.
Guessing I wont notice anything out of this new patch, but the Strategic Command doesn't say it offers adjacency, does it? Mine at least does not. Maybe its the older version since updates don't affect saved games.