TheSavage01

TheSavage01

Joined Member # 5202523
3 Posts 6 Replies 387 Reputation

[quote who="naselus" reply="131" id="3573157"] This has been addressed for 0.8 - the Yor will receive free approval from the population increasing buildings. They're now reasonably competitive with other races. [/quote] Sorry, didn't see your reply before my last post. That is good to know. Thanks.

735 Replies 1,236,235 Views

Regarding my post just above... One option to fix the Yor approval mess would simply be the give a flat Approval bonus at each of the Techs where other races get to build upgraded Approval buildings. For example: Xeno Entertainment: +5 Morale Population Diversion: +5 Morale Superior Recreation: +5 Morale Contentment: +5 Morale In many ways, this is still a big disadvantage, since other races start with the ability to build Entertainment Ce

735 Replies 1,236,235 Views

I have been playing a game with Yor on this mod... The lack of Market Centers hurts since money is so hard to come by in this mod. But the lack of Entertainment buildings really hurts. The only options to increase Yor morale are to take "Supportive Population" (+4) and "Easy to Please" (+4), which will get you to 11 morale. With "Populist Party" (+20%) you can get 13. With the Intimidation Center you can get 18. Beyond that and you are spamm

735 Replies 1,236,235 Views

Shouldn't the Synthetic Pop Caps in the Yor tech tree be increased? Farms produce A LOT more food now in this mod. But it seems like the synthetic pop caps have not been increased.

735 Replies 1,236,235 Views

Just a couple of AI setting bugs... 1) The Genius setting gets a Logistics bonus but the Godlike does not. Logistics bonus should be added to Godlike. 2) Here are the ProductionPoints bonuses given to AI: Gifted: 0.33 Genius: 0.25 Godlike: 3.0 Seems like it would make more sense for Genius to be above Gifted. Maybe make Genius 1.0? (Also, is it just me or does the 3.0 bonus for Godlike seem a little crazy

735 Replies 1,236,235 Views

These restrictions should be implemented on tech trading between the player and the AI. They close most of the exploits available to the player, will make the AI more competitive, and are also realistic. 1) Specialization Techs: Neither the player nor the AI can trade for a "specialization" tech when they already possess a different option for that specialization. 2) Prerequisites: Both the player and t

0 Replies 7,348 Views

These restrictions should be implemented on tech trading between the player and the AI. They close most of the exploits available to the player, will make the AI more competitive, and are also realistic. 1) Specialization Techs: Neither the player nor the AI can trade for a "specialization" tech when they already possess a different option for that specialization. 2) Prerequisites: Both the player and the AI can

4 Replies 6,223 Views