[quote who="dlapine1" reply="27" id="3686278"] Great mod Publus, I have recommended this several times. No issues working with 2.3.2 (8/1). Stacks really nicely with my population to raw production mod. [/quote] Thanks!
Publius of NV
I had wanted to do something like this in the Expanded Cities mod, but could not figure out how. If you get it to work, please post here so that I can see how you did it.
Since it was missing from the very first beta drop that I got to test, and there had been many complaints here before that that it was overpowered, I believe it was removed deliberately by the developers for Crusade.
Indeed, that string appears whenever you trade for resources like durantium etc. It might also appear in other situations, but that's where I've seen it.
There is a mod that introduces new terraforming projects that require resources. For the Crusade version, go to https://forums.galciv3.com/469459/page/2/#replies and look for my post on May 4th.
BuckGodot's enhanced terraforming mod doesn't work on Crusade, but I posted a modified version that does. Look in the forum thread for his mod and look for my post in May.
Thanks for this mod, General.
[quote who="leiavoia" reply="15" id="3683803"] Quoting snarfo67, reply 14 When I have a fleet with a survey ship attacking a defended anomaly I sometimes get... uh... anomalous behavior. If the attack happened at the tail end of a turn where the turn would automatically end and go to the AI turns, I get the attack prompt b
Did you turn Minors off in the galaxy settings? I have them in my current game, although as was stated above, the only thing you can do with them now is send a freighter to establish a trade route or invade them.
Glad you liked it. Yes you do have my permission to add it to the Workshop/Nexus.
[quote who="leiavoia" reply="10" id="3683477"] Quoting Publius of NV, reply 8 . The only reason I've seen to not do this was in that post by Frogboy, where he knew he didn't have enough legions to take the planet but wanted to degrade it by destroying improvements. So he put his legions far away from the capital so th
Yes, I had a game where I had 24 citizens and 10 of them had the same name. I'm wondering if maybe the not-so-RNG gets reset when you load a saved game or something.
Frogboy made a post on these forums a while back giving an example of an invasion in one of his games. I don't know about the auto-resolve, but apparently when the invasion starts your legions make a bee-line from wherever you've placed them to the capital, fighting any enemy legions and destroying any improvements along the way. So placing all of your legions right next to the capital maximizes their strength (since any enemy legions placed elsewhere will not wear down their stre
By pictures, do you mean when you use the race in game you don't see the leader foreground & background, etc? Or jpg/png files to show the race outside the game? I see that my assumption that citizen portraits were included in the citizen xml file were wrong, so I will repackage that and try again.
Are you placing all of your legions on a single tile right next to the colony capital before starting the invasion?
Crusade or base game? In Crusade, the population contribution to a planet's raw production is equal to the square root of the population. If I remember correctly, in the base game it was equal to the population.
[quote who="Skulbow" reply="8" id="3683326"] Never played Robotic civ....so got that wrong. [/quote] Give it a try! It's not my favorite, but some folks really like it.
There's a difference between synthetic and silicon based. Silicon (Slyne, Onyx) grow at the same rate as carbon based, but require durantium instead of food to build cities. Synthetics like the Yor aren't supposed to grow by themselves, there are colony projects you use to increase the population (i.e. your robots spend time building more robots). Synthetics don't have population caps, so they don't need cities.
I picked up one of my favorite old games, Space Rangers, in the HD version with extra quests added, for less than 5 bucks. I'm currently playing the original Witcher for the first time and enjoying it, so I might pick up the Witcher 3 like @Heavenfall did. Of course I'd be buying Stardock games if I didn't already own all the ones that interest me [e digicons]:D[/e]
I agree, I don't think it's supposed to do that.
As far as I know the tech rate does scale (slow down) somewhat for the larger map sizes. I tend to play on the larger maps, and I've never had a problem with an AI beating me with a tech victory because I'm beating them with one first [e digicons]XD[/e] So maybe not the answer you were looking for ... I rarely try to conquer everyone else on those large maps, I usually get a tech or alliance victory instead.
[quote who="rap33042" reply="7" id="3683180"] Has anyone experienced these problems with v2.3? 1. No tool tip for Turn Number 2. No tool tip for Anomaly type 3. Planet projects, such as Aid Research, just reset when finished. there is no notification and it is easy to forget Is SD ever going to include a hotkey for cycling between ships? Thanks, Richard [/quote] 1. No 2. No 3.
[quote who="Franco fx" reply="5" id="3683070"] The positive/negative traits work fine as far as I'm concerned. It is the pick 2 choices that I believe are out of balance with some excellent picks and a lot of mehh choices [/quote] I agree there are some excellent ability picks. Strangely, other people think that my favorites are stupid and that their favorites are overpowered. And then I see more comments that those overpowered abilities are useless, there are so
I tend to agree with @neilkaz, if negative traits are more negative than positive traits are positive, it tends to deter players from using too many negative traits to boost other positive traits. That could be a deliberate design choice by the developers that I would respect. Of course if the developers didn't consciously design it that way, I'd have to retract my comments.
There's an enhanced terraforming mod by BuckGodot that gives you repeatable terraforming projects that require resources to build. The original mod won't work on Crusade, but if you look at the May 4th post by me you'll find a link to a version that does work on Crusade. Edit: I've been having trouble getting the link above to work. If it doesn't work, try this: https://forums.galciv3.com/469459/page/1/