[quote who="Raynman" reply="5" id="3518617"] The Starbases were designed to repair themselves over time, if this is not happening then that is not intended. [/quote] It's not happening as intended (in any game I've played, it's not sporadic or hard for me to replicate). If I can figure out how to do the support thingy, I have a save game that shows it.
ClaytonHollowell
[quote who="a0152570" reply="2" id="3517928"] Quoting Gilmoy, reply 1 Um ... send another constructor and choose Repair Starbase? [e digicons]:D[/e] Is this true? I haven't had any damage yet so i can't test it. [/quote] It
Yes, but I'd already started a new game.
Aagh. That game hung, and I never snagged a save file. If it happens again I'll get one.
Found out (now that starbases are no longer fragile little snowflakes) that starbases don't repair HP in between battles. Even turn after turn, once they are damaged, they stay damaged FOREVER.
For some reason, ideology points are not being spent on the traits, and build up cumulatively. Right now I get a new trait every couple of turns.
I'm getting the same problems, the "free planet" traits seem to generate random planets, not the specified world.
A couple of comments. Bigger ships in the real world (warships), are usually faster. The fastest ship (not speedboat, but ship ship) in the US Navy is an Aircraft Carrier. In WWI timeframe, Battlecruisers were about tops for speed.
There was a random event that was supposed to give my planet an additional tile, at the expense of a 90% reduction in manufacturing for 10 turns. I got one tile, on one planet, but dozens of turns later, ALL my planets get 90% reduction in manufacturing that never seems to end.
[quote who="mrblondini" reply="7" id="3511829"] Fair points - but I still think your Race shouldn't get to know that the UP exists before they meet/greet another race. [/quote] Again, refer to this document (the GalCiv backstory): https://www.galciv3.com/databanks/timeline At the start of the game, BEFORE anyone constructs a hyperdrive capable ship (IE prior to the start o
[quote who="Phaedyme" reply="4" id="3511843"] Do starbases still have modules that provide bonuses for attack and defense? [/quote] Yes, they do, but those modules are not cost effective, and even if they were value effective, you can't add enough modules to allow a starbase to be anything more than a speed bump.
Options should be meaningful though. And as it stands, if you want to defend a starbase you are better off building N warships and stationing them at the base than N constructors to improve the base firepower/defense. And it's not like it's a close call or anything, it's that one option is so stunningly better than the other, that the second option is nothing more than a trap for the unwary.
I agree, it shouldn't be too hard (for a skilled AI writer), to develop an algorithm that focuses on exploring the most space, and takes into account other scout ships.
As the title states, the distribution of planets has a strong input on how fun a game is. One of several things will happen. 1) You will get screwed and not find a good quantity of colonizable worlds nearby, and your opponents will, then you get steamrolled. 2) You find a bunch of planets and they don't, you steamroll them. 3) Roughly equal numbers of planets will be found by all (or enough), and you have a good game. Without ch
Since everybody was yakking (and sometimes conquering) with each other via the stargates, before the start of the game, shouldn't you at least know who's out there?
Even after building them up with defensive improvements, they can't stand any attack from single ships, let alone fleets.