I think the problem is that the +100% ideology perk doubles existing influence, not just influence growth. So it doubles all influence growth for your homeworld since the game began. Not sure that is wad, as it is OP.
Ex Mudder
I'd like minors to be unable to place a starbase where it overlaps one of your (any other races) planets or starbases, and to be willing to sell once their starbase does overlap one of your (major's) planets. Also, a relations drop if one race's starbase overlaps the planet of another race (more for majors than minors).
I'd include something moddable, that sets certain techs to / not to collapse, as well as a global "collapse all techs / techs do not collapse" as a tech option. Make is an in game option, with some techs, Like Arnor / dread lords, exclusive. That way a few techs can be set to allow you to take all 3, like the extreme planets and trade treaties, but you have to choose 1 of 3 for the rest.
Thanks for your feedback. I went and checked - they will sell me some of their starbases, but not the ones I want. It probably has to do with the value the AI places on the ascension crystal they are "mining." They were willing to sell me a thulium and duranium mining base for 4 techs (incl terraforming and habitat improvement) and 811 credits though. They have -230 credits and 5 starbases.
I've seen this twice in my current game (can submit support ticket with save if needed) 1) Minor race sends a constructor to a location with both mining resources and a precursor / ascention in range. Immediately build archeology module. Never sends second constructor to build mining ring. Is never able to mine and sell resource. AI needs to know to send a second constructor to these locations. 2) I
[quote who="androshalforc" reply="15" id="3538960"] placing the capital on a single tile not surrounded by any terraformable tiles is the best option [/quote] Disagree. Capital + Farm + Colonial Hospital in triangle is best - unless there is a tall population strategy I am unaware of. Split rest of planet between research, factory, wealth, and ideology buildings. But having the capital start next to 1 or 2 resource
[quote who="BuckGodot" reply="2" id="3539021"] That screws over factions with the Colonizer trait thou. [e digicons];)[/e] The solution here is rather simple: Don't take it until one will have at least 6 units of food on each planet (easily doable via techs or trade resources). Then send out all of your colony ships with only .5 or 1 pop unit. [/quote] 1) stored manufacturing can be used to build the seco
I just took this ability in Beta 5 .83. Now the population on my new planets are dying! They drop .1 per turn until they reach base population (5+ modifiers), and it can take a while to build farms. Suggestions: A) Reduce to +3 pop, same as a fully loaded colony ship. B) Change it to "30 stored manufacturing" boost so you can build your first level 1 building in 1 turn.
[quote quoting="post"] Is anyone else seeing the mining resources all gone white? [/quote] Yup. Also, planet list pics either don;t show up or disappear on reload.
[quote who="Niedzielan" reply="1" id="3538719"] Are you using a custom faction made before 5.3 or 5.2? If so, it'll have 3000 credits default, and Wealthy adds 2500, giving 5500. Even Copying the custom faction doesn't fix this, you have to make a completely new one. [/quote] Didn't work, I deleted and remade, now I have 7500 starting credits. When did they switch from 1000 starting to 5000 starting credits?
1) Wealthy starts with 5500 credits, WAD? 2) Early colony ships (M1) have 4 range, 1 engine, 1 colony, and 1 sensor array. They are frightfully expensive to build. 3) Custom designs will not die! They keep coming back in later games, even the ones I do not want. 4) Are planetary buildings supposed to give 5 or 10 ideology points? Good: 1) &n
New game as .83 Colony capital 2 (first planet colonized) is in a corner, only adjacenties an industrial / research hex and an approval/wealth. No other tiles next to capital terraformable with base tech. Colony capital 4 is next to a food resource, and no tiles next to either hex can be terraformed with base tech. So I have to place my colonial hospital and farm apart from each other, or next to each other and lose the tile and cap
No patch today? Patch tomorrow?
I am tired of colony capital placed in random locations. I keep seeing them show up next to a resource with adjacency bonuses, wasting / blocking the bonus, in a triangle of land I would rather build 3 factories or research labs in, or isolated so I can not build my Colonial Hospital next to it and my farm next to that. Incredibly annoying. Suggestions: A) Better AI placement (avoid adjacent to trade goods or resources,
[quote who="Derek Paxton" reply="8" id="3537925"] Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list. [/quote] Today is not Friday Tomorrow is not Friday Even the day after tomorrow is not Friday But at least it is not Monday
[quote who="Tohron" reply="2" id="3537752"] A hospital gives growth bonuses, and gives +2 levels to adjacent farms, which amounts to +1 food for each farm A farm gives a base amount of food, and gives +1 level to adjacent farms (+0.5 food per farm) [/quote] Hospitals are also populations buildings, so the farm gives 1 level to the hospital if adjacent, which is 5% growth.
The difference was 31kb on Steam, if that helps
[quote who="Derek Paxton" reply="2" id="3537649"] Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision. On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer. [/quote]  
I'm not seeing planets with too much food / population in beta 5, but that may be tied to reducing food base to 5 from 10. But I do have +4 food per planet due to 4 trade goods, which seems OP. It is also way too easy to max approval, to the point I usually take -approval in my custom races. I've seen several influence is OP threads though. First time I saw it myself. Planet in danger of culture flipping instead begins to
I speed built a missionary center on a world about 3 hexes into Thalan territory. I was still in their territory. Then I speed built a consulate. I was still in their territory. Then I speed built an Embassy in a triangle with the other 2 buildings. A few turns later, my planet has an influence radius of 26 and is beginning to culture convert a Thalan colony 11 hexes away. The problem seems to be that level upgrades boost base influence by 1
I do like the idea of ships in a planet / starbase / shipyard being cheaper / quicker to upgrade (and repair) than an in field retrofit It would reflect the idea upgrading a stockpiled reserve fleet, a reason to pull ships back for refit, and the advantage of building an advance starbase close to the front for quick refits. I would not require it though. I hated upgrading my fleets in Distant Worlds.
Being able to pick up some resources, trade goods or strategic, from a minor or major, for a one time payment of credits or tech is boring. I think such trades should be ongoing and subject to periodic review. Also, it should obligate you to protect the minor you are getting it from if they get attacked. For majors, you can monopolize the galactic supply of goods, but doing so should be either a constant drain on your economy (different trade goods, research drain, or
[quote who="Hamilmac" reply="6" id="3537240"] Okay, so the first question is: Why do the Drengin have so many colonies? At 178 colonies, my approval is down to 24%, so I don't know how they're managing it. And, the colony rush f
Malevolent in early game for Rapid Expansion, extra tiles on first 5 colonies. Then Benevolent or Pragmatic.
1) Colonizing your "mars" as a custom race does not grant ideology points 2) wealthy still grants 4500 credits at game start - I though starting credits were reduced from 3000 to 1000. 3) Ideology points are deducted properly, but "Mars" still gets +10 raw production in addition too your homeworld from relentless Ideology trait. 4) My game also hung my system on turn 18, had to reboot. Did not persist on reload.