[quote who="laws2150" reply="6" id="3712841"] Aren't the availability of resources tied to galaxy options? For example, abundant asteroids mean more Durantium or abundant black holes mean more Antimatter. [/quote] Yes. Antimatter only occurs near black holes. Durantium replaces an asteroid field location. Elerium replaces a nebula location. Promethium replaces the location of a dead gas giant planet. Thulium replaces a dead plane
runifoc
"58% benevolent check" means you have a 58% chance of success and that it is the benevolent decision. You should choose whichever decision has the highest percentage unless you are seeking a specific result. I think the diplomacy check for this particular decision is based on your diplomatic strength compared to the other players still in the game at that point in time.
Great spotlight. Airmaster is deserving of receiving this focus on his work.
How about trade route bonuses based on the specialization of the planet with which you're trading (science, wealth, food) or based on the developed resources or planetary bonuses?
Could we have a one-time bonus for initially establishing a trade route to reflect initial excitement to obtain previously unavailable goods. I would also like to see an adjustment on the number of routes initially available based upon the number of opponents in the game.
In regards to planet/AI governors, I would like to designate which planets will become financial/manufacturing/research capitals. I would also like to designate whether worlds will build Precursor Worlds DLC specialty buildings when/if they become available.
While examining some of my ships I noticed that any ships with shields are receiving a "Study the Precursor Accelerator" bonus of 15% for shield strength. However, the description for the Precursor Accelerator World states "Shipyards sponsored by this world will build faster ships." There is no mention of an effect on shields. I have confirmed that ships produced at the Precursor Accelerator World shipyard are receiving a bonus of 15% for speed. <br /
[quote who="DeimosEvotec" reply="1" id="3630893"] In my opinion this is age of accension tech as it can multiply the amount of available planets and reshape large parts of the map(dead systems) and as such should only be avalible very late and at large cost. [/quote] The mercenary colony ship available in the Galactic Bazaar requires three elerium and three promethion. The devs could make this part of the cost of converting dead planets. As long as these resour
One of the mercenaries has to capability of converting a dead planet into a class 16 colony. So, when are we going to see a research item for this? I like the idea of having three levels of this technology. First level randomly converts dead planets to class 4 to 9. Second level converts to class 10 to 15 while third level converts to class 16 and above. Having three levels results in players having to decide when and where to conve
1. I would defend the shipyard with armed ships and place an unarmed ship with good sensor range on the planet. The armed ships enhance the survivability of the shipyard while the unarmed ship prevents lone transports from rushing the planet. 2. Place economic starbases five hexes out from planets that have shipyards. Each economic starbase will increase the raw production on the planet by 10% before adding any manufacturing modules. If you're going to place a military sta
I think this is a great suggestion. FYI, we can already do something similar to your suggestion by using one of the pre-designed maps that come with the game (e.g., Joust or Duel).
I see no mention that the positions of the trade and declare war buttons got swapped. Now, I have to untrain my hand from clicking option #2.
The Universal Translator (UT) does not initiate conversations; it just makes them understandable. If you start a game allied with another player and neither of you have the UT then you get a contact message from the ally where your only responses are "Duh!" or "Smile, and nod knowingly." If you are the only player with the UT you can communicate understandably with everyone. They can only communicate understandably with you. I think you're better off not trading away the UT for as
[quote who="nindisp" reply="3" id="3556122"] I have a few questions too as am new to GalCiv... so I'll use this good thread! 1. Can you select more than 5 ships at a time? If so, how? If not, why!? I need to go kill a pirate base.[/quote] How many ships you can select while forming a fleet depends upon the logistics value of the ships and your logistics capacity. For example, at the start of the game tiny warships have a logistics value of 2 and your logistics capa