Reduc ed memory req
wpkelley41
Publius, I downloaded 1.1 and its a "7z" file. I can't open it. Is something different?
Is that difficult to do? Could you explain to a novice?
Thank you Horemvore. I didn't think so. What do you mean you reverted? Did you mod it?
Does anyone know what Resistance Improvements are?
A little help please. I have scanned the entire tech tree. What exactly are "Resistance" improvements? The bonus tiles in red are for Resistance, but I can't find any examples. Everything I think would be resistance is labeled "Ship Construction." An example of this is Planetary Defense Dome. I would think that is for resistance, but no luck. Anyone?
Maybe I play for the wrong reasons. The "Build" of my planets and empire is as important as the competition to me. This helps greatly with the immersion for me.
by the way, Erischild, the game spells it CapitAl. That's the only reason I followed suit.
[quote who="BIF" reply="3" id="3681540"] If gameplay didn't allow for making choices in early game, and reserved that until a civ had researched a key skill in the Colonizing tech-tree, then I'd be okay with that. However, I completely and totally reject the logic that ANY reasonably advanced civilization would never achieve the skill or smarts to go beyond leaving the placement of their original colony to chance. I kindly (but firmly) call BS on this kind of lo
Hey folks. I know this has been discussed before. However, I have to ask if anything has been decided. Can you please address allowing us to relocate our capitals? I recognize the need for other fixes and changes. can you simply allow us to destroy it and then have it appear on the build queue? The penalty of losing the bonuses until the new one is built is fine! It is simply maddening to begin a game, the planet is a lush 16 class with natural resources in beautiful locations...and my damn a
Thank you! I downloaded it and installed it. Works great. All construction gets bonus now. Not to press my luck...any chance you can figure out how to change the resources that only benefit Social Construction to also help all construction? LOL, had to ask. Thanks a ton.
[quote who="a0152570" reply="3" id="3680650"] I consider it one of the many oversights (rushed release) so i modded it to be all mfg. Ai benefits form this as well [/quote]Is your mod available? I'd love to give it a shot.
Am I missing something? Why does the game still have an abundance of Social Construction tile bonuses when they are all but useless. They ARE useless on your home word, and you can't use more than one on any colony. Its fairly frustrating to start a game and find I have 2 such tiles on my home world. Used to be a great thing when they were manufacturing bonuses as that steered me toward a shipbuilding home world. Can anyone explain why they are still in the game? Again, am I missing
When you click on "Download," the Old version is below the new 1.1 Version. I must have skipped to the bottom.
I apologize Pub, I must have downloaded the old file. Its a new read me and says 1.1. Thanks!
It was the exact same read me I already had.
Pub, I love the mod. I just downloaded 1.1. When I opened it it still said 1.0. Did I mess up?
Does the game setting for Extreme Planet Frequency affect the original extreme planets such as Barren, Frozen, etc., the newer Pre-Cursor Planets, or both? I'd like to reduce the number of Pre-Cursor Specials to make them more valuable, while still stocking my galaxy with an appropriate number of "normal" extreme planets. Any suggestions?
Thank you Publius and lyssailcor. One last question: Why no bonuses for manufacturing anymore? Is there even a point to specializing in a manufacturing, or "Production" world? Is this the end of our ship building planets? I know, that was actually 3 more questions, lol. Thanks to all who helped me understand.
Leiavioa and Publius, could either of you explain further? I simply don't understand how a tile gives a bonus to the build queue. Let me explain my confusion. When you place the Central Computer on a research bonus tile, +1, +2 or +3 visibly appears. Obviously, I can understand that. However, when placing a factory over a Social Construction bonus tile, nothing appears. This is true for all improvements I've tried EXCEPT the Deep Core Mine, which I understand actually benefits from the bonus.
[quote who="erischild" reply="9" id="3678450"] Ship Construction bonuses affect Shipyards. Social Construction bonuses affect the planet build queue. Factories and other building marked All Construction apply their bonuses to both Social and Ship Construction. So, they are actually double bonuses. Social Construction adjacency bonuses only work on Social Construction Improvements. Ship Construction adjace
Thank you for the detailed answer Erischild. That was exactly what I was looking for. Tell me, do you still put a shipyard on a research specialized world? I love the farm world concept. With everything going to a central stockpile, that seems to make sense.
I have really started to get into Crusade. I'm enjoying discovering many of the differences. However, I have not played a game to anywhere near completion. I have a basic question: For anyone who has played significant time on Crusade, with the changes, is it still sensible to specialize planets? Does it still maximize planets to go straight research, economy, production etc. Has anything changed significantly to cause a change in that basic strategy? Thanks all.</p
[quote who="leiavoia" reply="6" id="3678430"] Quoting Uncle_Joe, reply 4 Quoting barrybeal, reply 2 ... Production is split evenly a
Folks, what exactly is Social Construction? I can only find 1 bundling that qualifies, and that's the Deep Core Mine. Are there more down the tree? Also, what good is a tile that boosts Social Construction on your home world, or more than one on any world? Thanks to any that can help clear this for me.