Synagas

Synagas

Joined Member # 3298598
13 Posts 27 Replies 13,409 Reputation

Gotcha. So early implementation that wasn't finished pre-launch of crusade. Makes sense, and hoping they give a reason to keep like old ones were. Also, if they give the +1 bonus to diplomacy, safe to destroy still or need to keep for bonus?

7 Replies 23,153 Views

For those galactic achievements that simply give you a one time bonus, like a general or free planet discovery, is there any reason to keep them after you finish? I started to watch a let's play where he destroys it without apparent ill effect. Isn't this a little... odd? Some give bonuses otherwise like the Galactic Intel Agency, which I assume you would lose the Diplomacy bonus if you destroyed, but maybe not? So in short, any reason not to destroy these once do

7 Replies 23,153 Views

[quote who="Ryat" reply="4" id="3676563"] You get one every 10 turns. You can force them as well, though unless you have a powerful social construction planet you may be better off just waiting 10 turns. [/quote] How do you force a citizen?

10 Replies 27,812 Views

Dang it. So current game needs to get scraped. Oh well, now I know. Will the official patch be the same as beta? IE, if I start a new game using beta patch, will I lose out on anything when official is released? Wish there was some way to force reload of an XML to ensure patching can modify saved games if desired. Losing a game because of later era bugs being unknown at the time is annoying as heck.

17 Replies 66,650 Views

I just had a few questions that I cannot really seem to find an answer to elsewhere, though might have missed them. 1) What is the point of a lot of those extra resources you find? I get that when you build on them you get a nice boost, and I think a few galactic buildings require them, but outside of that, not sure the point. Artocarpus even talks about being good food/aphrodisiac and yet they do nothing at all (can't be used like food, doesn't increase pop growth outside of planet i

4 Replies 67,290 Views

[quote who="Publius of NV" reply="6" id="3676742"] Although not noted in the change log that I can find, the first level Beam and Kinetic miniaturization techs appear to have been fixed (they previous cost 10 times more to research than the other specializations). The Research Institute, however, still gives +75% research instead of +7.5%. [/quote] To me, it does not seem to fix it. Are you sure its not a reminiscence of your unofficial patch you were us

36 Replies 111,475 Views

It was the time traveler I guess. I didn't realize that it gave that powerful of a boost in tech. Even if you cannot use it early on, some of the bonuses are there, and more, they trade well, I am sure. I don't get what the downside is, having not tried them, but my planet starts empty, so what is the negative? I am trying to watch some let's plays that do well, as I typically start a bit slow and get moving, this game now many turns in I am decently stabilized. I just

10 Replies 29,932 Views

Yes, seems that they didn't fix that. Nor did they seem to fix anything in the tech tree with some techs being way off in research cost. Kintestic Miniaturization and Beam Weapon Miniaturization for example require 10x the amount of research, though Missile Miniaturization does not. I imagine there are more that do this as well.

6 Replies 8,177 Views

I always wondered why my fleet attacks starbases at all. If I want to kill them, why not go grab a large rock or two and launch them at the base? It isn't exactly moving to dodge the rock, and if I send a few, or a big one, it will wipe the base out completely.

4 Replies 701 Views

Started up a new game of Crusade because, heck, why not? I loved II and barely touched III after release when I didn't favor it much. Played a couple times after some of the bigger expansions, but not nearly like I did 2. This though offered huge promise and I jumped right back in, but now I am really confused. First game, I set the AI to be gifted, figuring why not since that was how I used to play. Problem was, they swarmed the universe so fast that they had 10+ colonies and I had 4

10 Replies 29,932 Views

Agreed, and I think that is likely the way it is meant to be. But as it is now, it is impossible to continue to grow too large because of the bonuses applying towards your malus as well. If that is working as intended, that they apply to both, than they seem to be neutral, if not negative, in large map games while positive or at least neutral, in small maps. Personally I think the LEP should be a % of the total habitable planets you own in the galaxy, so you get the same LE

6 Replies 6,774 Views

I did a quick search for this and did not find anything relating to it, so figured I would ask here. I noticed that the approval relics affect not only your positive base approval but also your large empire modifier. So when I take a new planet with a LEP of -4 and have a base +3 to approval, naturally I would have a -1. Tack on 60% worth of approval relics and instead of the expect .8 approval rate (3 * 1.6 - 4) I instead have -1.6 (3 * 1.6 - 4 * 1.6). Is this i

6 Replies 6,774 Views