Preparedness centers are supposed increase planetary defense by 50%, but the numbers are weird. If I build one next to my colony capital, I get 15% defense (10% from adjacency plus 50%). If I build in a military 3 (caverns) tile, I get 45% - 30% from the level 3, plus 50% from the center. I think that most of these bonuses are supposed be additive not multiplicative. 50% + 30% for level 3 (80%) not 30% (lvl 3) plus 50% of 30%.  
Ex Mudder
[quote who="Wer900" reply="6" id="3536733"] Unfortunately it doesn't. In GCIII there is no way to set a tax rate although the economic planning system has become more advanced. Hopefully the devs re-introduce tax rates in a patch or expansion. [/quote] I'd like to see wealth generation (tourism and raw production) tied to approval, so approval isn't so useless. Happy populations pay more taxes. I don't want to set tax rates.
[quote who="Bamdorf" reply="2" id="3536747"] I respectfully disagree. Emergency upgrades should be just that, very expensive. Not a general plan to upgrade a fleet. This in turn creates an additional, and to my mind very interesting problem for the player. When to build, when to build new, and when to decommission to save BC. The later you build, the more dangerous but the sooner you build the more expensive. Careful tradeoffs &nb
Rush building costs 15 credits a manu point, which makes it a horrible investment. I'd reduce it to 10 and see if it is still too high. Upgrading is also insanely expensive - something like 240 to upgrade a tiny scout (I had 4) to use 3rd level sensors, life support, and engines, and 760 to upgrade the small explorer from 2 to 3. I'd reduce the cost of upgrading Sensors, Engines, and Life Support by half compared to the cost of upgrad
[quote who="Spark026" reply="2" id="3536495"] At that point the ideology trait seems quite weak, and may need to be buffed in other ways. Perhaps give new colonies an extra growth % modifier to help make up the difference. Edit: Billion, not million. [/quote] One possibility would be to duplicate the Prolific trait, but this would give prolific species with this ideology triple population. Another is to duplicate the Colonizer trait, a free bui
There is missmatch in tooltips if you choose farmer, food is X but population is x+%, you see the real number it in the growth popup. UI issue.
I thought this had been reported already, but I can not find it. Sensors use life support mass, and the tech to reduce life support mass, not sensor mass and the the sensor mass reduction tech. Makes "sensor optimization" tech useless and "life support optimization" tech vital.
When I pick Exporters to get a free freighter, I do not get the trade license. Often I do not realize this until the freighter reaches it's target many turns later, when I am left wondering what happened.
I think that Merciless Relentless adds 10 raw production to "mars" as well as the homeworld. At least my mars as an absurd level of raw production - 27 for a class 6 pop 4 planet. My homeworld has 35 (I have the economic starbase and the +1 production tech). My other planets (pop 4-6) have 13-14 raw production on average.
I'd also like to see an icon / tooltip based on which choice you made when you colonized. +/1 morale, research, etc, with a tooltip giving total effect. Put it with the planet type icon (molten core, ghost world, etc). Total manu / research modifiers can be found when you mouse over the total manufacturing or research panes.
I colonized 2 planets, same turn, and chose malevolent both times. When I picked up the first malevolent ideology tech all 20 points were deducted from my total. When I went back and colonize, chose, colonized, I was able to get 2 ideologies and had 20 points left over. Steps to reproduce: Have 2 colony ships ready to colonize 2 planets at game start (buy 1). Save game. (I have one if you need it)
What purpose do anomaly pirates serve? They kill undefended survey ships, requiring you to arm survey ships and reduce their range substantially. Escorts built for survey ships also have limited range. They are incredibly weak so they do can kill your first survey ship. The AI does not arm your default survey ship, and blockade runners are not armed differently either. And pirates give nothing in return. Am I missing something?  
The +100% military production from merciless, doubled all construction being send to my home shipyard, not just the production from my homeworld. edit: this only occurs if you manually set the planet's spending, not if you set all planets to use global spending. It also seems to be limited to the class 6 planet you start with in your home system (playing custom race on Altarian starsystem), in addition to he homeworld.
Try using quickstart, instead of new game.
[quote who="BuckGodot" reply="5" id="3534475"] I can confirm that bug regarding deduction of ideology points is still in. Makes sense as this was mostly a crash-fix patch. Just means people will have to be prudent and not abuse the game at the moment. *pause* Well, not abuse it TOO much, that is. [e digicons]}:)[/e] [/quote] Is that even possible, short of not colonizing?
I like playing Benevolent, and I like the bonuses. Unfortunately, I have found that I like the bonuses from Malevolent much much more. +10 raw production to your Homeworld and 100% boost to your home world shipyard results in me being able to pop up a colony ship a turn - at 50% military spending. Or you can wait till you fill up your homeworld and send all the manufacturing to build ships, and still have 50% available for research. Please c
If you play a Prolific species, the colony ship you start has a full 5 billion people on it - which will place 10 billion on the destination. Most planets can only hold 5 when colonised. Suggest that the colony ship granted by this ideology only have 2.5 -3 billion in it (new colony modules have a 3 billion cap). As it is, I added the 5 billion to my home planet while I waited for anew planet to colonize. This is also an issue with the 3rd idea (Prolific
[quote who="econundrum1" reply="9" id="3534292"] I agree that rather than being 1% per planet it should scale dependent on the map size. I don't think the penalty is a bad idea in itself though. [/quote] This I agree with. But given how pointless morale is right now, it doesn't really matter.
[quote who="Moogle65535" reply="1" id="3534111"] I have seen and can confirm #1. It appears to occur with the default factions as well. Using the Quick Start button on the main screen will produce new maps consistently. However, using New Game without changing anything will always produce the 1st map generated that way. [/quote] Yes, I just discovered that quick start gives me random maps, even though new game does not.
1) Every time I restart the game (new game) as this custom race, I get the same map, including the same distribution of bonus resources on the home planet. I have to quit game and then start new game. if I use a different race I get a different map, but if I restart with that race I get the same map again. 2) colonizing my second planet (class 6) does not give me a landing multiple choice to boost ideology.
Nothing about ideology points not being deducted?
it will be unoccupied. was filled to the brim in Beta 4, empty Beta 5.
I liked the favor system added with Civ BE. At least nations that demanded things would give you something in return. Consistency in diplomatic relations is important, why play the diplo game at all when the AI will suddenly decide to hate you or attack you for no good reason. A good strategy game is one that does not get boring after a while. Too many games drag once you have explored everything, and there is not a war on.
So no beta 5 this week either?
[quote who="Alstein" reply="1" id="3527567"] Or maybe they shouldn't stack period- it doesn't make sense for them to stack. [/quote] Agree, also makes the + sensor range trait more valuable if they do not stack.