The Mined Ressources go to the minig Starbase, and are then globally available. The Lines from the Starbase to your Shipyards show which Shipyards the Starbase gets its Constructors from.
mortili
[quote who="Tetrasodium" reply="1" id="3641851"] It also makes me afraid to use constructors I get from ideology /anomalies/trade fir precursor research too [/quote] You can use them normally (build new starbase/shipyard or upgrade starbase), since they dont need a starting planet
no, unfortunately not
The 40% are most likely lvl bonus that the research Cloister gets (you can see it has 8 lvls at the screenshot) edit: Research Faction Multiplier 0.33 This is th
[quote who="Horemvore" reply="1" id="3639620"] There has been a nerf, and it wasnt documented. I saw it all converting my Star Trek xml's to 1.8 code base. [/quote] It was actually supposed to be in 1.7.1, and thats where its documented too^^ last point in Gameplay
The one per player, always only meant that you can only BUILD one of them(which is still pretty buggy :/) you can have more than one, by taking over Planets that have the improvement and they will work too. So its not really missinformation, just useless information since we are not able to build them anyway^^
yeah noticed that too, thougt its still only ~10secs or so at turn ~130 for me what settings do you play? im using insane map with 11 AIs
take a look at the starbase defense modules Generic should be what your looking for
In GalCiv3GlobalDefs: IdeologyTraitBaseCost CulturalAlignmentBiasSamePyramidGrowthExponent CulturalAlignmentBiasSamePyramidGrowthExponentialMult CulturalAlignmentBiasSamePyramidGrowthMultiplier CulturalAlignmentBiasOtherPyramidGrowthExponent CulturalAlignmentBiasOtherPyramidGrowthExponentialMult Cultur
search for MovesCap in *TechDefs
not sure if thats the problem, but you dont need the TechSpecialization if that tech isnt supposed to be a specialization-tech (the ones where you pick 1 out of 2/3)
I usually play on Insane with 11 AIs and around 20 Planets for each Player (~240) and still think its pretty crowded, we NEED bigger maps :D
Small Mod that fixes some annoyances with the game Changelog v0.0.20160512B -updated files to opt in 1.7.1.3 v0.0.20160512A -AI will now build Ideology- and Hyperion-Improvements -AI will focus more on building farms -Scout will now use Cargo Hull -reworked Colony/Constructor/Freighter/S
the xmls are nothing more than structured data, xls are nothing more than rules how the data can/needs to be structured we can assume that the xls are created so that they allow us to do everything what the game supports, so their is no point in changing xls's
You can assume that all thats not in the Schema files is not supported by the game, I mean they are there to limit what you can do, and there is most likely a reason for that^^
Do they belonge to an AI with the Vigilant-Abilitie? (Arcean) It stats to slow down enemy ships around all starbases
[quote quoting="post"] Questions for Vigilant Trait Finally the base amount this traits adds to weapons of ships is +1 Is it cumulative if multiple starbases overlap? [/quote] Yes [quote quoting="post"] Questions for Vigilant Trait Can you upgrade that number without the Arcean tech tree with a module or any other way? [/quote] No [quote quoting="post"] <stro
[quote quoting="post"] - You can have, for example, more red minuses than green plusses diplomatically and yet still be "close".This seems strange. You'd expect someone to be "cool" towards you if they had slightly more minuses than plusses. [/quote] The "+" and "-" are not pretty accurate, it seems one + or - actually means +2 or -2 in the relations-scale, it seems values below that will simply not shown. </
well its pretty dependant on map/game settings, on a map with rare or none extreme planets both are pretty weak, on a game witout tech trading torians gets better etc..
[quote who="pshaw" reply="3" id="3629389"] Amphibious - Colonize water plaents + extra terraform tile per age. [/quote] +free tech +better production on water planets
High Morale gives a Bonus to Resistance and Resistance helps defend against enemy-culture. You can simply up the values for this in GalCiv3GlobalDefs.xml search for ApprovalToResistanceCurve and change the values for the DataCurvePoints X is the Approval value Y is the Bonus to Resistance
we already had this, but since it was extremly exploitable it got scraped
[quote who="Taslios" reply="2" id="3626371"] in that sort of a situation are you swimming in money? I'm pretty sure that excess production is converted at some nominal rate into cash.... [/quote] thats how it worked in GC2, in GC3 excess production is stored (you can see it when you hover over the queue)
it works... and only getting 1 improvement/ship per turn was a design desicion you can get multiple techs per turn, thought it works bad with specialisations (you always get the one on top)