As Franco fx says you can put multiple constructor modules on a ship if you have the space however even with 4 on a large hull and the pragmatic 2 for 1 it still takes multiple large constructors to build an economic starbase to completion. This is why I still have a problem with the current system, I'm getting 8 modules at a time but still need 2 to finish a single starbase at the point where I get that 8 module ship and there are still upgrades to be unlocked and some need 2 modul
kestlstw
First off you can build a sensor ship from turn 1, it comes out to 17 or 18 sensor range. This is the way I generally build them, mark 1 is the one you can build right away, mark 2 is with the second tier of sensors after interstellar travel or something like it, gives sensors, life support, +1 speed and something else, sensor range 21 or 22 mark 3 third tier of sensors after researching the first dedicated sensor tech, range 28 to 30, mark 4 after high capacity ships, range 34, mark 5
I wasn't a fan of the assembly project, too open ended and it seemed too powerful at low production then scaled up to be ridiculous later. This definitely needs a balance pass though and if the best way to fix it is bringing back the project so be it.
What size ships are you using? I've been restarting for each patch so my ships haven't been getting that big but the game where I got large ships and made a large sensor ship with 75 sensor range didn't seem to be that big to me on an insane map. As you said I don't think its wrong, I see no reason why I wouldn't want to see more and since the sensor range on starbases(last I checked) wasn't that great I tried ships and that gives me
The AI doesn't have to use the same tools, I just don't like outright cheating. As far as I know there is nothing stopping the AI from building them but I haven't seen one do so yet. Also the AI might not value a long sensor range enough to want to build sensor ships.
I had argued in another thread that they were working but I was mistaken, I must have gotten a manufacturing bonus at the same time when I had checked earlier because I've been paying attention to it this game and none of the bonuses are working now. The cost to rush build stays at 1515 for the full cost and I just completed a +10% synthetic growth tech and the time to build and costs stayed the same. Please take a look at this and resolve the issue.
I have no problem with the AI building sensor ships. Really when I watch the AI it bugs me at how haphazardly it explores, perhaps sensor ships are the answer to that. Adding sensor ships to the default ship lists isn't a bad idea either. I mean what is the best way to know if someone is attacking you? Being able to see them coming from a long distance. What is the best way to know which planets to colonize?I say its sensor ships as they rev
I agree that starbases should have a larger viewing area but I like my sensor ships and don't want them nerfed.
I keep getting that one as well, the same as you describe.
I don't like the idea of a morale penalty for having a large empire. I know its common in 4x games now but I've always hated the idea itself. Why do we need a global morale penalty for empire size? Couldn't empire scaling limitation be done through growth rate or economically? If I remember correctly GalCiv 2 did it economically, maintenance was enough that if you expanded to quickly without working on economy you didn't have much money left which hurt
I think the change in morale to not effect production and leaving in the malevolent 10 production to the home world is a bit over powered and I think that is why the Drengin are getting so powerful so fast in a lot of games. They get that bonus which was originally intended to counteract the low morale of the Drengin and they just start cranking out tons of ships. However that is also the point of this point of the beta, the game is just about feature complete so its time for bala
That is because medium maps are still pretty small, the sensor boats I made for large maps that showed half the map barely cover my borders. I started building medium and large hull versions. Even the large hull version on insane isn't that impressive and the first of them I made for that purpose had a 75 sensor range.
This way still depopulates pretty well. I did't catch the transport in time but I had 22.5 with about a 43% resistance so I wasn't overly worried. But 2.5 invaders won with conventional warfare. I expected with an almost 4 to 1 advantage I would retain the planet while I sent more ships to protect that area even if I lost most of my population. The colony ended up with I think 3.8. I see that as a lot of depopulation and that there isn't much need for
Are planetary invasions still supposed to be really easy? Like take out 5 times the number of defenders accounting for defense modifiers? I understand why that was the case when it was first implemented but now it seems excessive.
Maybe I'm strange but when my constructors are threatened I start building warships and stop sending constructors and I would hope the AI learns this too. I don't see constructor vulnerability a feature that needs to be saved but rather poor management in the first place. If you're sending out unprotected constructors beyond the reach of your warships, that's gamble you're taking. The modules will take time to build with the whole you can only compl
I'm playing a custom Yor faction and I don't remember researching the Universal Translator but its listed as researched but it doesn't work. So I don't know if its a bug or multiple as I may have researched it and forgot but either way no translations.
I agree with -rakkus- approval morale is generally not implemented well and usually is just an early get headache and late game afterthought. I've argued that it should be cut or redone as a policy decision issue which could allow for ideology to be removed from colonization. Most of the responses I got to that were its a decision point but generally is isn't really. Right now approval is pointless and even in earlier versions were it did apply to production it was m
I think it refers to the bloodlust even but not sure.
Currently low approval just give penalties to influence, defense against invasion and growth rate. The Yor don't care about growth rate and the rest can be overcome with tech and ideology. I started a thread about the morale system currently but there wasn't much interest, I think mainly because approval doesn't do much at the moment.
I think the events need a pass regardless of whether they fix them for synthetic races or not. I think the best solution is to keep synthetic races in mind with doing that pass.
The governor thing would work for me as long as they use the most appropriate constructor, that being later in the game use larger hulls with more modules to build faster not just request a bunch of the current automatic constructor build. Also I would like a governor for planets so I could just say I want these buildings in these places, optimize it so it builds as fast as possible. However Paul has already said that isn't going to happen as they don't want to take things
[quote who="Franco fx" reply="10" id="3536230"] It can still be improved and that is what I want to see. They are unlikely to do a 180 and completely change the concept at this late date so we should try to suggest improvements within the current framework. I would like to be able to assign specific shipyards to build all the constructors for upgrades, and forget about it being the nearest. Of course this would be changed as your area of operation moves out from your core worlds. O
[quote who="thezoo123" reply="1" id="3536141"] Quoting , quoting post Ideology trees: Some of the traits are just overpowered, like the free ships for every planet, oh so broken. They sound good but cause major issues in the game, I would suggest 5 or so Overlords rather than for every planet, and maybe
I've played quite a bit since beta 5 came out and have tried the opt in, which I think is the beta now and I've found a bunch of issues. Timers: That I've found no times work, the can't have a war declared on you trait from pragmatic never expires. Also I got the impression that the events were intended to be temporary but they never expire. Then again some of them do seems to be intended to last for the duration of the game but i
The thing is I don't want to have to build constructors to build starbases, I want to just build starbases. My problem isn't with having to make choices about whether to build infrastructure or military, I have an issue about having to build massive numbers of constructors to do build that infrastructure. I don't particularly care how its implemented, be it queueing up the modules on a starbase or a planet or a planet sponsoring the starbase. I don't find i