I think Patriotic just became my new favorite Racial Ability.
Ex Mudder
-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
Not useless. Other things (like trade resources) also boost speed, and they all stack. Only useless if you use ships without engines. Less useful than some other options, certainly. I prefer reduced engine mass so I can fit more weapons on my ships and still have decent speed.
Saw this as well. Both when I got the ship, and when I traded for one from the AI had gotten from an anomaly. What is the benefit of the thulium survey vs the normal survey module anyway?
Will minors build constructors again?
We have "no tech trading" as a game option. I'd add a few more: 1) No tech brokering. You can sell you own techs, but can not resell techs you bought from a 3rd party. Upside, minors and allies can not resell the nice techs you sell them. They might still be obtainable via espionage and invasions. 2) No sensor stacking. Sensors currently stack, would block the Eye of Sauron cargo ship with 22 / 30 /
I'd like to see this as well. As it is I end up mousing over what they modify and checking the tooltip. "Snuggler colony, +15%"
I am also having fun buying their survey ships and plundering anomalies and killing pirates with them.
1) When I met the Terrans they were building constructors, not colony ships, and ignoring planets I knew they could see, since they sent a constructor past them to take strategic resources. 2) They sent constructors deep into my territory to take my resources. I never saw a scout. 3) Minor races are not building constructors at all, even though they have resources visible from their homeworld. They are build
I had 20-30 class 10-15 planets near my homeworld with abundant / abundant and abundant / common in beta 6, but only 10 or so on common / common. So both settings impact the frequency of habitable planets. If that is the case, star frequency would also impact total number of planets. I have Occasional star / uncommon extreme. Seeing far fewer class 4-8 and 16-21 as well. But I have only generated a few map
When I started games with abundant / abundant, I got way too many planets. When I went to abundant planets / common habitable, I got way too many planets. It was only when I turned down planets to common that I got fewer planets. XML issue with planet settings, or small of sample set? I'd think tweaking habitable planets would impact habitable planets more so than total planets.
In Beta 6, the minors are not building constructors and are not claiming strategic resources or building economy starbases. In the game I am looking at, they have a durantium and thuliam in their system, so they know about it, but are only building ships, despite no one having invasion techs. It's like they are using the pirate AI for their builds.
Just looked at an AI planet that was colonized early game. Shipyard is first building queued (Iconian). 32 turns to build. Now I know why the AI is doing so poorly against me.
11.8 meg patch here, Sun Evening US. No idea what changed. Where do you see .95.5? I only saw .95