Administrators are a hard one. It's certainly a good thing to restrict flooding of colonies and starbases, but I'm not sure its current iteration works as well as it could. In how they work now, I definitely feel I'm gaming the system. I just buy Colony Ships and Survey vessels from the AI. They're down an admin, I'm up one. Since admins are a finite resource, them being so easily lost (and gained in various ways) can really be devastating. I feel like Administrators are
lethallin
Got the Byainy'ak Collective event just now. Which if you're unable to trade with minor races anymore is a wholly pointless event, outside of just invading it for another planet.
[quote who="Publius of NV" reply="2" id="3675463"] AI not spending: What difficulty level? My game last night had the Slyne and Onyx spend down to 3bc apiece. Drengin had a treasury of about 300, Altarians about 1200 at about turn 50. Minor races have been demoted for Crusade, Brad said he wanted them to be no more than "speedbumps" for the player. So you can't trade techs or resources with them anymore. Trade routes should still work. [/quote] They're all s
AI doesn't seem to be spending credits. They all have larger and larger amounts credits and I'm not sure I've ever seen the amount go down except when I sell them something. When trading a resource the AI has too much of and doesn't want anymore, they will continue to decline the trade, even after taking off the resource they don't want. When automating multiple surveys, they like to keep going after the same anomaly, and will tend to make trains. This is probably not a bug, b
I get this half the time I find a capsule with a tech boost. It seems to still give a bonus to your current research, but it doesn't seem to be 15%.
This totally made my day!
Seemed it was something like that. Appreciate the explanation, and am looking forward to enjoying the fruits of your labors.
I can't say I'm vocal about anything, am just a huge lurker, and have been really excited about Crusade, reading everything teased out about it. It is a little disappointing that I'd need to be active and vocal before being considered for a beta, even though I understand the reasoning. At the very least, it's not too far away from regular release, so there's that going for us.
Same thing here. Whenever I load my game, all the bases re-assign to the closest planet. I'll keep an eye out to see if they do it after a certain amount of turns and I'm not noticing, but I definitely have to re-assign them all after loading the game for the day.
I believe this in intentional, so you know exactly what type of ship it is from the icon without having to rotate it in your head.
I imagine it's just something they haven't worked out yet in the current build. I'm sure it'll cost something to attack in a future build.
I agree. Nebulas hiding ships inside of them would be excellent. Starbases should be able to function in them too, but I feel there should be some sort of penalty for them being in there. Not sure what, but I like the idea.
There was a planet I was unable to colonize for the longest time, a Low Gravity planet. After researching all of the available tech. I was able to. Don't know what tech it was, but I imagine it is a tech you're missing. I've colonized planets right next to enemy colonized planets no problem before.
I am in favor of a single queue system. It allows complete control over what your planet is producing, without any potential loss. In Gal Civ II, if a planet didn't have a starport, you immediately were wasting whatever % of production you have assigned to military production. Kaput, gone, no more. This, effectively, requires you to build a starport on every single planet, if you wanted to maintain as much production efficiency as possible. With the current system, it allo