[quote quoting="post"] 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns. Pirate Bases are a
Ex Mudder
I have a small ship I made in previous game with 2 sensor modules. It now "sees" everything 11 hexes from itself. I don't recall this from Beta 5, where I made this ship design. Bug or WAD? I wonder what would happen if I added 2 more... 22 hex range from my ship?
If so, i would like a warning that buying a tech would block researching another tech.
Design, from beta 5, is Ion Drive, Stellar support, and then a prototype weapon. The design with Prototype durantium drivers costs 170 more than the same design with prototype antimatter missiles. Maintenance is also much higher, 1.9 vs .2 Doubt this is WAD.
Cargo hulls have far too much space. This results in the AI building very expensive constructors, colony ships, and freighters, while the human play can custom build cheap ones. Anyone tried a cargo hull with 6 sensors to reveal the map?
1) Shipyards are too expensive. Constructors are much cheaper and you don't have to move the shipyard to where you want it after it is built. 2) love the 50 turn on resource trading. 3) Pirates are OP. I am still building my first warship, each pirate shipyard has 5 ships fleets (10 beam/20 shield/125hp), often in the same system as one of my planets. I feel like I am playing Raging Hordes in Civ. &
[quote who="Frogboy" reply="5" id="3541661"] Balance feedback is welcome for sure. I personally think they might be a bit too high now. They were way too cheap. [/quote] You also need to compare building a constructor to build a shipyard vs building one at the colony. As it is I am considering giving up on building shipyards from the colony screen in favor of much cheaper to build constructors - and I can place the shipyards where I want, inste
is this why when I upgrade I have to page through several dozen versions of the base scout and survey design to find my design?
[quote who="Larsenex" reply="61" id="3540514"] Quoting Ex Mudder, reply 60 Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues) Do they still produce the same number of points? This current build th
Seen this as well, can build in shipyard screen but can not upgrade to them until I research more miniturization techs / build hyperion shrinker.
Now if they would only plunder / raid trade routes...
[quote who="Nathan E" reply="29" id="3541084"] The game would be better without having Economic Stimulus, Research Project, Festival and Birthing Subsidies projects. It doesn't make sense to be able to convert factory production into these other things. It also causes factories to be too valuable in comparison to the other building types. Factories are already needed for building upgrades and to produce ships. But wait, they can also churn out money, research, happiness and babies on
1) AI does not terraform. Altaria was still a class 10 when I found it around turn 100 2) AI, both minor and major, build way to many mining bases before they build economic bases, or colony ships. Most strategic resources are kinda useless early on, and should have a lower priority than building colony ships and economic bases. Minors and Majors grab every location on the map with 2+ resources in range of a single starbase
Suggestion: 1) Allow the player to set autoupgrade on / off on the govern / economy screen. Place the radio button near the "reset all planet to global spending" icon. When on, everything available to be autoupgraded will be queued to autoupgrade on new turn. When off, nothing will be added to the queue, but it will not cancel upgrades either. 2) Add an "upgrade all" button to the planetary build screen, that
This should be a fairly simple way to give asteroids and dead planets an purpose in game. Proposal: Every asteroid and dead planet in range of a economic starbase boosts raw production of the colonies in that starbase's area of effect by an additional +2%, over and above the base of 10%. Other Starbases: Other types of starbase grant a boost to military production to whichever Shipyard it is fed too, at a base of 1% per d
Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues) Do they still produce the same number of points?
I'd like to see this for planets and starbases in your / their influence. Influence in your favor should be hard to sell but easier to buy, influence in theirs should be hard for you to buy but cheap to sell.
I've seen this happen a few times, where I have found colonizers still in the shipyard, some so far down the list they are inbetween scouts and explorers. Based on my most recent game, I believe it is caused by loading an autosave on a turn that colonizers are built. You get the pop up to retask the shipyard, but not the pop up to launch the colony ship.
[quote who="Frogboy" reply="41" id="3540025"] Probably not this week. I've asked them to hold it as I want to do a bit more AI work on it first. [/quote] Not even a bug fix patch?
This problem does not persist with the Dark energy Lab, that divides up the bonus equally.
I'd like to be able to turn off tech brokering but not tech trading in options screen. I'd also hope you can not broker trade goods or strategic resources to 3rd parties. Can you still sell racial techs to races that can not normally research them?
Minors are able to spam constructors, not sure how, I've seen them send 3 at a time, one after another. They also don't seem to obey exploration and range limits, unless they are leapfrogging somehow. I wonder if all minors calculate vision and / or range from all other minors.
I've been trying to figure out in what circumstances I would build a Social Matirx. Base is 10% research and 10% manufacture, and gives and gets adjacent bonus for research and manu. I placed one inside / surrounded by 3 megafactories and my colony capital. I got +10% research and +70% manu when I expected +40% and +40%. When I mouse over, the tooltip says it is level 6 and +30% manu and +30% manu, instead of +30% manufacturing and +30% Resear
Is that why even minors make insane demands of 25 credits a turn as as soon as I meet them and have universal translator? Immoble assets need to be totalled seperately from mobile ones in power.