[quote who="joeball123" reply="12" id="3563177"] Quoting silof, reply 10 20*315%=63 (Any help why my calculation is wrong?) Because when you have a bonus adding 315% to the base value, your multiplier is 1 + 315%/100%, i.e. 4.15. You multiplied by 3.15, which corresponds to a
silof
TBH, I really don't see the problem. I have a +83 approval in a colony with no entertainment center (this number is common in my current empire) Colony Capital +3 Content(+2) +2 Easy to please +4 Supportive population +4 Harmony crystals +6 Virtual world +1 total=+20 populist party +20% approval relic(5
Thx for the feedback it helps a lot! I haven't watched any streams so... 1. Break stuff how? 2-3. too bad :( 4. Actually didn't check after 1.01 so... sorry about that. 5. What you said is one reason. Also, say you want to build a starbase in the intention of making it a mining one. but to get 2 resources you have to place it between them such that it does not include any of them in its radius, and then expand its radius by building the appropriat
The AI does try to build new shipyards as soon as you destroy one. If more than one planet was connected then it might build more than one shipyard. Currently the AI does a very poor job a protecting its assets. But early game fighters are no real match for several shipyards so... Anyway, this does raise an interesting option: should it be possible to build a fortified shipyard? it will cost more manufacturing but would have superior attack/defense capabilities. This woul
Hey, So after finishing a couple of maps I have some suggestions. I played once as Terran and once as a custom race based on terran with the basic tech tree. General gameplay ideas: 1. Add a research queue. 2. In a colony, construct more than one building per turn if there is enough manufacturing. 3. In a shipyard, construct more than one ship per turn if there is enough manufacturing. 4. When requesting a constructor by clicking the butt
I had a similar problem. I checked each and every tech and eventually fund a specialization (one of those 1 out of 3 choices) that i skipped by getting a more advanced tech from trade.
i. I completely agree. A lot can be done to make large empires easier to manage. ii. Right now you could use the the lists on the bottom right of the screen (Colonies, Shipyards+starbases, ships) to easily find your shipyards. We do need a much better way to manage many shipyards. but it's not too bad right now. iii. I really can't see how you'd do that. Any specific ideas? remember that we all have different play styles etc... iv. In my experience this wor
When sending docked ships (i.e. from inside a colony/starbase/shipyard) it is possible to choose a tile outside of that ship's range. The ship will go there and stop. Also, when selecting a docked ship the range is not indicated on the map. A related bug that is a bit less important: It is possible to send constructors this way to anywhere and construct a starbase as far as you please (making life support on constructors useless).
"Tariff Stations" in the basic tech tree (custom race) indicates a +10% research instead of +10% trade income. Didn't check if it's only a wrong description or also a wrong effect. Didn't check other tech trees (but it's probably the same for them).