Yeah, it's not Tequilla either. I would have heard the chord progression and rhythm. Tequilla is not a foxtrot anyway, whereas the Cantina song is AT LEAST a quickstep, AKA, a "fast foxtrot", which does make it more similar to the Bazaar song than Tequilla. So, l'm still searching. Shazam is of no help, not here anyway...
BIF
So this is low priority then. We need to keep this item front and center in people's minds.
I think that's a superb idea.
Actually, the information appears immediately AFTER you respond to the colonizing event dialog. The problem with this is that you've ALREADY committed to colonizing that planet, be it Heaven, Hell, or made of cheese. At that point, it's kind of hard to put that toothpaste back into the tube. Unless you save before colonizing and reload the old save if you don't like the layout. Quite frankly, even a bad planet is simply not worth that much trouble, but is defin
I went through all my Benny Goodman songs and it's neither in there nor is it amongst any of those chord progressions. I'm sure it's an original composition written for the game, but I still take it as a "Benny Goodman-esque" song. The Bazaar song is in 4/4 time and is a basic foxtrot or quickstep. It's actually a little fast for a proper foxtrot and a little slow for a proper quickstep. I'd probably dance it as a foxtrot. It's more along the speed of a swing o
Those blinking eyes are giving me a nauseating vertigo! [e digicons]:(O[/e]
[quote who="AU_Armageddon" reply="2" id="3676838"] Oh man, you whipper snappers. It's from Star Wars which I guess to be fair is 40 years old. The cantina. Link: https://www.youtube.com/watch?v=g6PDcBhODqo [/quote] Nope, you need to listen again. The song in the Bazaar is not the song played in the Star Wars cantina scene. I would have recognized that, believe me. [e digicons]B)[/
My current game is at turn 237. I'm really liking this game so far, although I may have chosen not enough civilizations for the map size this time. Anyway, I hope it doesn't crash on me.
It's a great jazzy little foxtrot or quickstep, and it sounds very familiar; very Benny Goodman-esque, "Things go better with Coke"...no no, that's not it. Damn, I can't place it. Somebody help me out here!
[quote who="Frogboy" reply="2" id="3676546"] Quoting BIF, reply 1 Wow, I love it! My machine has 64 GB RAM and is upgradable to 128 GB. I'll happily bust out the wallet if I need more RAM for this game. [e digicons]:erk:[/e] What kind of MB do you have? X99 or somethin
If administrators were "placeable", then it would stand to reason that when an constructor creates a starbase, the administrator (hopefully) disembarks before the constructor is decommissioned. But I wonder how a constructor w/multiple constructor modules would work. Does it need an admin for each constructor module, or one for the ship? I haven't tested this yet.
In another thread, I too mentioned the number-of-turns-to-go issue for the tech icon. Mousing less makes for smoother gameplay. I would also like to have a way to select multiple tech tree research items by holding down CTRL or SHIFT. Currently, you can only research up to the next "specialization branch", which is the techs denoted by the oval-shaped boxes. Sometimes I'd like to be able to select beyond that point. Civilization (sorry to compare, but i
Wow, I love it! My machine has 64 GB RAM and is upgradable to 128 GB. I'll happily bust out the wallet if I need more RAM for this game. [e digicons]:erk:[/e]
Inquiring minds want to know. More Citizens = more of everything. How are they "made" and how can I (through my gameplay) change the bias toward creating more of 'em?
The beauty about terraforming is that you can convert a Class 11 or 12 planet into something close to a 16. And finally build that swimming pool...except sadly there are no swimming pool options in this game.
I agree. It is entirely reasonable that it may cost some money to provide for training and/or transportation for the employee to change job roles, get reassigned, or simply go back to "the government" (that's too nebulous; we should just call it the homeworld, which should not be viewed as merely another colony). But Promethion? That's kind of silly. It's like saying we can't promote you or change you to another job role because we just ran out of staples. Ever
I am BIF. It's actually an acronym, not a name, but in your inside-the-head voice you can and should pronounce it "Biff". I love the strategy of this game, and the Civilization games too. This entire genre became more than the sum of its parts the day it went to hex tiles. I have an interest in designing ships and scenic dioramas, and I have thought about doing some as a mod for this game...I just have no idea where to start. Ships should be grandiose, and I've s
[quote who="Stalker0" reply="3" id="3676431"] Quoting FreedomFighterEx, reply 1 They slow down the colony grow in Crusade quite severe. Colonizing low quality planet is ill to do unless you are out of option or want to expand your ship range. Colony should give 2 or 3 Approval to begin with in my view.
Okay, so now I have a little problem with the requirement for Promethion to promote somebody. I've never heard anybody told, "well, Mr. Isoda, your job performance has been fabuulous these last few solar rotations. I'd really love to promote you or honor your transfer request, but times are tough and the company is really hurting for Promethion right now. I'm sorry but I can't afford to transfer you off of this frozen planet either. Maybe next year things will improve.
Oh wow, no wonder my bank is -144 now. I overbuilt for production. Hmm.
It sounds like this may be a bug, especially if it appears when you turn on particles. I'll watch for this.
Alternatively, you can send the colony ship to the planet but respond "no" to the dialog prompting you to colonize. That doesn't lose you any moves, but it does make that colony ship pop up in the "idle ship" rotation, so that you can see the context of the system it's in. You're right, when playing on looser maps as I often do, it can be a dozen or more turns before a colony ship arrives at its deep-space destination. When it finally arrives, sometimes I'll not colonize r
Why do we have to destroy ANYTHING left by a prior civilization? If I kill or capture all of their beings, then aside from the occasional automaton still programmed to attack me, I should be able to capture and commandeer my vanquished enemy's old tech. Give me an option to repaint their facilities in my culture's colors, but I'm all FOR recycling!
I see what you mean. Thank you.