this is an old thread.
admiralWillyWilber
I thought that engineers are for military, and workers were for social. Can't check it I'm going to work right now.
Well Tall, which is really players that don't want to have to many planets in their empire has been a hot debate since this game came out. I always wanted to make this list since the beginning, when these posts first started coming out. The problem was this is a huge undertaking. It took me days to compile this. That is what I only recently started this. Without a list of real-world countries we could only speculate if a small country could be as good as wide.
I moved it to life universe everything.
I guess that tall can't really compete against wide. Since this is a really debated topic why is no one commenting here.
I've been meaning to make this list for awhile, but it would take me to long to make. Why is it gratuitous?
Bump
R This post is in response to many complaints that tall countries(meaning small) should be competive against wide countries. This post could be used to reference for any one who wants to see how tall countries fare against wide countries. The best defense I can figure is real world examples. Trying to figure out the difference between a major nation, and a minor nation I came up with the M
Brad said he moved the stars further apart. I would like to see the number of habital planets per star to be more like two.
I thought that she was talking about the asteroids, not the resources. Those are the best way to increase your raw production. They have to be in you influence, and don't build them if your more than 46 away. Though I actually halve that number.
[quote who="ForgottenSlayer" reply="54" id="3744553"] It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable. [/quote]please do not have this automatically on.
[quote who="Baron_Vallyr" reply="1" id="3744239"] Also, it would be nice to be able to unanchor them like a shipyard, because I ended up with obstacles in the path as well. [/quote]It would be nice to move shipyards like star bases to. edit move star bases like shipyards.
[quote who="Gauntlet03" reply="4" id="3744138"] Retribution mostly "adds" by first subtracting. In order to "add" cargo ships that would make sense and be useful and further justify HyperGates as a early-game tech/etc. they needed to "Subtract" production. They chose to do so by subtracting the population growth that created that production. Many buildings and features also became "subtracted" such as the limiting of the "Aid Technology" ability to only the tech capital, or th
I would buy crusades. It's a he best expansion for the game. It adds more than any other people expansion. I would also pickup lost treasures, and precursor world's. Crusades is worth buying. I like mercenaries.
[quote who="CaptainBizarre" reply="4" id="3742251"] Ha! Luxury! I've never had more than 3 administrators. None of the techs that promise more administrators actually deliver them (the descriptions don't seem to match the code, either). I always choose the malevolent option on the Outpost event just to gain the 5 extra administrators, but although the extra five admins get added to the administrators tally, they aren't immediately usable. To add insult to injury, I then find o
Ive trying to manually move the shipyard for so long to avoid this I don't have a saved game. This requires a lot of asteroids to be just right to pull this off. This is a rare occurrence. Sorry no saved games.
In steam library hover over the game, hover over properties. Hover over dlc click, and uncheck the dlc. If you want it back you can always recheck the dlc.
Shipyards sometimes I have to be careful because on auto moves where there are asteroids around the shipyard sometimes will not move, but s itch back, and forth.
I noticed that the entertainment buildings are missing you n the sandbox as well. I agree bring back the buildings.
You know pre crusade people were complaining that social construction can't be used for military construction. I don't agree with this. I think it can, but not.one per one. There are confusingly two sides to this. I agree though.
[quote who="ManiiNames" reply="41" id="3743112"] @PreviousPoster ^^^ The issue you're talking about w Planetology etc has been reported in the support forum and Mormegil reported it as fixed. [/quote]I'm currently playing a custom silicon, and I cant get past planetology. Just started a new game. No extreme colonization, or aptnospheric cleansing. The problem is still there.
My 2 cents if I'm recalling right the base game is now crusades, so all you who are current assume base game is crusades. Race types we're added in crusades suggesting that other than carbon life forms could evolve sounding more like astrobiology. Artificial life is a race type. You should be getting two abilities though. If your not the bug is that custom synthetics life is lacking abilities.
Special resources are accumulated on starbases, and planets. Used similar to before except there used for most things some need more than one. Population grows 1/10 slower, so research is immidiately better. Eventually after many turns you can build a city. Your population will not exceed you planet class. One production point per person, this can increased through terriforming the planet class. I would recommend building asteroid mines instead to increase production.
I noticed yesterday that fast ships still skip explored spaces. At least the ones that are custom made with lost treasures. Hypergate drive, and slip stream drive. Silicon needs the terriforming, and extreme world's... Back. The media assimilation is missing. I noticed these aren't on your list of fixes.
Add colonize class zero planets. I like the idea of diversifying colony ships.