These boosts applying to both planets in home system was fixed for a while, then it came back. Looks like the +10 to raw manufacturing, instead of raw production, is WAD, based on text. Which I dislike, as it forces your homeworld to always produce something or use a project. Did submit a ticket.
Ex Mudder
Second 10 meg patch today?
Submitted a bug report with save games.
I thought that relentless boosted raw production and only applied to the homeworld. In my game started under the monday patch, relentless adds 10 raw production to manufacturing in my first world and my mars. Even at 100% research I have 10 raw manufacturing production, plus modifiers (160% for 4 factories). No support ticket, never been able to get it to work. Also, the military manufacturing boost from Ruthless is also doubling shipyard
2 clicks a turn makes the game seem to take much longer that it does. I'd suggest changing the button to say "move all queued ships" or just "move ships" before it says "end turn."
Agreed, especially needed for AI exploration.
Seen this as well.
[quote who="Frogboy" reply="21" id="3546966"] ah Patrioc. I'll take a look at that trait. [/quote] While I agree patriotic is OP (half as much penalty should work better), I also feel that the large empire penalty is an overnerf on larger maps, and irrelevant on smaller ones.
[quote who="tungchiawah" reply="1" id="3544255"] This is not a bug, that was an intentional change. You should read the the patch notes, it's very helpful. [/quote] You're kidding! No, you are serious. wtf Yet another reason Beta 6 was a step backwards.
They also queue up durantium refineries right after the shipyard, despite the 30 turn build time, the minimal benefits, and the use of a limited strategic resource.
Seen a something similar to that, when they go from no way to that's great when you add 1 thing.
Most tile bonuses were +3 or +2, with +1 to adjacent, but that is not always the case, as there ere are 2 exceptions. Research: wasn't one of these +3? Rare Earth: +2 research, +1 Manufacturing Mineral Rich: +2 research, +1 Wealth Population: why is one of these a +1 and not a +2? Wild Grain: +3 population, +1 App
I think Patriotic just became my new favorite Racial Ability.
-1 cumulative for each module beyond the first I would support, with an possible exception for the first survey module. One of my problems with this is actually visual. Once I build my 32 sensor range cargo ship, I have to zoom out really really far out to see everything it sees. I find that decidedly odd, especially so early in the game.
When I play with the Altarian tech tree as a custom faction, I get to use the Biosphere manipulator once on a Soil Engineering tile. The text says multiple times, but I have never actually seen that happen. Didn't even realize it was supposed to be more than once. I also get a "Universal Soil Adapter" from Habitat Improvement.
I'd love to see a "large empire penalty" to boost the cost of research. Would help those minors remain competitive.
New system really hurts new colonies, while barely effecting older colonies. -20% of a pop 5 colony is much less painful than -4 base morale. For a built up colony, that can be offset by a single building. Also renders +% building irrelevant. +100% of zero is zero.
Makes anomaly pirates a pain, as it is 40-50 turns until you can send your starting survey ship into another one, and I've found you need 2 mediums, one with the survey array, to effectively plow troung ship graveyards safely.
Don't like it, as it resembles a hard cap. +4 morale = 20 more planets. I liked % more because you could offset them with +% buildings. Just need more +% morale techs and fewer +x techs.
Wish it would be modifed based on map size, etc.
At first I was happy to see that change in large empire penalty from -1% per planet to -.2 per planet. Until I read the fine print. 11 planets. -2.2 morale. Your colony capital starts with a base 3 morale. Now base .8 WAD?
[quote who="BuckGodot" reply="15" id="3545471"] Quoting Ex Mudder, reply 14 I'd like to see abundant toned down a bit, but I will see if I can do that on my own by having fewer planets and stars. And I'm just the opposite as I think abundant needs to be cranked up a bit. [e digicons];)[/e] I got spoiled by the generation rate
bunch more fixes added today :)
I'd day that common habitable planets settings have too many habitable planets, often 2 or 3 per star system, on par with what I would consider abundant. Uncommon seems to have a good amount for an "uncommon" setting. Abundant is certainly abundant. I'd like to see abundant toned down a bit, but I will see if I can do that on my own by having fewer planets and stars. Occasional planets / common inhabitable seems to work well for me, esp a