One starbase to rule them all!
Gilmoy
BTW, here's my Steam methodology for images. I dunno if this workflow is ideal; feedback welcome. Within game, press F12 to click a snapshot. This saves to your local disk. From Steam, the Snapshot Uploader opens. Click "Show on Disk" to open Windows Explorer to your magic folder. Copy the .jpgs. They have names of the form "yyyy-mm-dd-xxxxx.jpg", where xxxxx is a positive integer from 1 to N . Edit them in any image
My "Bene Deux" game: large scattered(?), Terran Benevolent, 3 AIs on Godlike(!). North of Earth, I find this tantalizing double-system. This is a collage of 4 pop-ups on top of the 5th one, by Paint Shop Pro cut-and-paste.
My early experiments (in Alpha 0.31) was that: 4 mp buys 1 Research Project / Economic Stimulus, no limit on the number you can buy per turn Birthing Subsidies could be 4 mp also ... but maybe it's more, like 10 mp. +25% growth is a way bigger jackpot than +1 rp or +1 bc. Festival I dunno. I never tested it, and I don't understand cultural influence math anyways. I think partial projects do accumulate.
The 1-turn lag could be a feature, not a bug. The lack of UI display is surely just a Beta 1 bug.
From the dev streams in late July/early Aug, they plan to add random non-colonization events that invoke ideological choices (e.g. survey events?). So just work around the lack of planets for now. (i.e. make galaxies with many worlds, or test other stuff) Other ideology bugs/inconsistencies: 1. Ideological points get reset to 0 I'm playing an all-Benevolent game, i.e. I always take the Benevolent colonization events. So my ideology po
[quote quoting="post"] Economic Ring is having no effect on planets. [/quote] Actually, it does give the +10%. The bug is a deeper Beta UI flaw: 1. "+x% Production" modifiers are not displayed anywhere. 2. "Raw Research" and "Raw Wealth" tooltip scores are not really "raw", they already include all of your "+x% Production" bonuses. "+x% Production", e.g. from approval bonus, Economic Ring, and c
At some point (which you can easily calculate w/algebra), it's not "worth it" to chase the 50% bonus. You could increase your total mp/rp output by dropping down to a lower bonus tier (but you do lose the difference in growth bonuses). Flipping that around, you could "pay" a fraction of your max possible mp/rp for the less-tangible benefits of growth and some bc. Example: Suppose you split mp/rp equally, i.e. you slide along the x=0 axis (vertical centerline) of the wh
Beta "rebalanced" shipyard sensor range from 6 hexes to 4 hexes [e digicons]X([/e]
Some experiments and number-geeking reveals that production multiplies all 3 axes , but for next turn. Beta UI flaw: this is not shown in any tooltip list, and it happens before it computes the "raw research/wealth" tooltip scores. So your "raw research" is really your pop * [research axis %] * (1 + previous turn's approval production bonus) Proof sketch 1: Just add up all of your "raw" weights.&n
A1. Planet production Each planet has base population (bp), in billions. The wheel assigns pop to 3 axes: manuf (mp). This is further splittable (by the slider bar) into your planetside build queue vs. your planet's shipyard build queue. (Corollary: if you have no shipyard, or it's unanchored while you move it around, slide max left and build planet tiles.) research (rp). This just pays toward your current Tech project. I
- Starbase effect shortened from 6 hexes to 5 hexes - No Economic Ring - Militarization/Planetary Defenses no longer gives +50% research (dang! my Alpha strategy down the tubes :)) - Factory and Research tiles slightly cheaper - Planetary builds panel no longer has an "Old" tab -- now your Basic Factory and Xeno Factory are in the same flat list (boo!) - "Starport" => "Shipyard", with build queue - Terrans start with fewer techs - per
Typical start: - Set homeworld's prod slider to 100% planetside = 0% shipyard. You don't build ships early anyways. - Choose planet tiles to maximize tile and adjacency bonuses. Homeworld probably concentrates on mp and rp. Wealth I think you can defer to a colony planet later on. (But Beta might monkey-wrench all that.) - I think you always have a class-4 colonizable planet within range. (For Terrans, it's Mars.) Decide
Beta adds per-planet Approval bonuses. To a micromanager like me, this is just one more step in the descent into click-hell. I detest losing any excess production. I abhor knowing that the AI doesn't lose excess production. So I try to optimize every planet, every turn, to exactly finish one thing that's "completable", with as close to zero waste. The UI provides zero support for this. You must perform binary-search down to 1-pi