All the same I still prefer the three scouts because: 1) Otherwise I'd end up spending a nontrivial amount of credits rushing out scouts anyways 2) They have a higher sight range than anything you can build on your own even with +2 density 3) For me the early game is about quality over quantity, I like to be the first to get to any precursor worlds or high quality planets 4) Even with the +1,2 admin points arent enough to change the number citizens I end up spe
charlando
In a recent game playing as a custom faction the Elerians(Ancient + Exterminators, basically evil Altarians) I came across 3 chimeric biomass artifacts and I managed to make 2 super planets. Both of these arent fully optimized due to some short term decisions made earlier in the game. The first is my homeworld Elaria. Highlights: Quantum Power Plant, Singularity Power Plant, Antimatter Power Plant, Strategic command for +50% ship construction, Orbital Defense Platform + Helios ore to
In a recent game playing as a custom faction the Elerians(Ancient + Exterminators, basically evil Altarians) I came across 3 chimeric biomass artifacts and I managed to make 2 super planets. Both of these arent fully optimized due to some short term decisions made earlier in the game. The first is my homeworld Elaria. Highlights: Quantum Power Plant, Singularity Power Plant, Antimatter Power Plant, Strategic command for +50% ship construction, Orbital Defense Platform + Helios ore to
I doubled checked myself at it appears to be the case even with the starting constructor, which is only fair given its deducted from your starting admin cap. Personally I prefer the 3 scout start...lets just say they were assembled on the planet and call it a day.
[quote who="Franton" reply="15" id="3752709"] Quoting charlando, reply 13 If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved. You've already said that. And I answered I'm no going to waste valuable administrators like that.<
If you want to start with a shipyard but not ships, take the constructor options and build a shipyard turn one. Boom, problem solved.
If you prefer the old start, start with a constructor and build a shipyard.
When most of the special resource weapons provide a tiny benefit IMO they arent using just because it leads to micromanagement hell. That is, instead of queuing up several "Standard Planetary Defense M1" ships whenever a shipyard is idle and moving on in half a second, I have to stop and think if I have enough surplus resources to justify such a tiny improvement in ship quality. Then I have to design each ship twice - one no resource version, and one slightly enhanced ship IMO heres w
Directly from the ImprovementDefs.xml ProductionPoints Colony Flat 1 &nb
As of the most recent path the colony capital is also a grade A improvment gets +1 raw production per level. Gets adj from construction improvements.
Oh and unfortunately precursor fabricator is bugged when it comes to adjacency bonuses so you need to fix it with a mod unfortunately. Also, even if you have other defenses I always recommend putting a general on any of your super planets as a last line of defense. If you lose that planet it can be crippling.
Oh yes chimeric biomass is my favorite artifact by far. I dont have as many economic starbases surrounding this planet yet so I cant quite match your total construction output. But, I have almost 50 more raw production with slightly lower population. This is a manufacturing planet - the science and wealth I essentially get for free with ancient + tourism. I also get an extra 10 free raw production because its my homeworld(I love precursor worlds, but you dont always get
The AI treats open borders treaty a kind of peace treaty. If you declare war on that faction during the duration, everyone gets mad at you and you will see a negative "You know what you did" modifier with every faction. The first time I saw this I had no idea what I did...
On top of this upgrading ships can be prohibitively expensive. I see a parallel between upgrading ships and upgrading Apple computers. Upgrading is easy! All you have to do is take your ship, throw it away and go buy a new one.
This has really been killing my enjoyment trying to start a new game the few times I havent been in intense pain lately.
Someone else linked to the modding guide. Heres a quick example of the syntax. The forum is stripping out newlines so here everywhere there is a space there should be a newline [Sharpshooter X2SoldierClassTemplate] -NumInForcedDeck=1 -NumInDeck=4 +NumInForcedDeck=0 +NumInDeck=0 [Templar X2SoldierClassTemplate] -BaseAbilityPointsPerPromotion=10 +BaseAbilityPointsPerPromotion=50 [XComGame.X2SoldierClass_DefaultClasses] +SoldierClasses=UniversalSoldier [XComGame.X2ExperienceConfig] -Requ
Heres an easy way to reproduce. Start a game where every AI faction has ancient. You will inevitably spot someone scouting with their "Prefect" ship.
If anyone here is familiar with XCOM2's mod system, it allows you to specifically undefine things from the core game files so they can be redefined with mods.
I've seen this as well. I'll contribute a save file the next time I spot it.
I hope commonwealths get a rework to increase the value of the feature. If we made a commonwealth feedback thread I'm sure many would be happy to share how they could be improved.
It would be a huge improvement if there was some setting for habitable planets in between the current "common" and "abundant" settings. 3 Habitable planets in most systems shifts the balance in favor of colony rushes and is a huge buff to flipping planets through influence, but annoying as that is, it is still way better than the alternative of extremely rare number of habitable planets you get if you choose "common" habitable planets. Sometimes, the black hole setting experiences a s
[quote who="Falkoner" reply="9" id="3745295"] Quoting charlando, reply 8 Quoting Falkoner, reply 7 Planets are ok, but r
[quote who="Falkoner" reply="7" id="3745099"] Planets are ok, but resources... Damn, too many things need durantium and there's not nearly enough. I think some of the durantium requiring improvements should be "free". [/quote] Agreed, what I ended up doing is modding the durantium yield from 1 to 1.25 . Others might want to go higher. I think the overall problem here is that you cant set resources independent of habitable planets, because resources are de
I have noticed exactly this as well and its brutal. The option that works is to set planets and resources to abundant but then nearly every star system has 3 planets. Check out this screenshot of a starting position in this thread https://steamcommunity.com/app/226860/discussions/1/1850323802587888139/
[quote who="wwscott" reply="6" id="3743120"] Overpowered yes... but I must admit to enjoying 1K plus surplus income after adopting Plutocracy... after a few turns I can buy almost anything! It does remove any need to work on the economy upgrades so I agree that it does seem broken. I guess I'll start working on the economy so I can afford to change governments. I really do need the extra planets since I play on ludicrous (queue Carl Sagan, "Billions and billions..."). Thanks for the insi