The Uggster

The Uggster

Joined Member # 6128015
2 Posts 35 Replies 374 Reputation

The Logistics one will work if you connect the planet with the Logistics building to the shipyard you are building the ship you want the bonus to apply to. Bit of a nasty sentence there but you get the picture. Even if the H.L. planet is giving the shipyard just one building point then the H.L. bonus will still apply. This way you can move your 'magic' shipyard to the front line just by connecting it to the H.L. planet.

4 Replies 9,890 Views

[quote who="marigoldran" reply="9" id="3576246"] Only in the beginning. In the late game God knows what I can produce. [/quote] But I've found this to be the problem/benefit (depending on how one sees it) of every 4x type game I've played. Unless one somehow hamstring ones race (deliberatly or by accident) by the time one is at the '...end of the manufacturing type techs...' stage then any half decent planet/state/

11 Replies 15,327 Views

[quote who="naselus" reply="108" id="3572060"] Quoting The Uggster, reply 107 Have you/can you upload this to the steam workshop? If you can please do. [e digicons]:thumbsup:[/e] I can't. The workshop only supports factions and ship designs presently. Once th

735 Replies 1,236,910 Views

I completly agree. An option that would allow the AI to surrender to other AI players to make our work harder would be a good thing to have. In GCII the AI oftain surrendered to other AI's, suddenly giving my latest war target a huge boost in cash/research/prod. etc and making me grind my teeth a little harder.

23 Replies 110,824 Views

For Benevolence I have found the third line (I think) to be the most overpowered. The one that gives you the Benevolence building (1 point every 10 turns+influence), conbine that with an embassy and a couple of optional techs and when you get to the third trait on the list you can flip all the planets and starbases in you ZOC. Give out open border treaties like sweets and watch thos AI's build loads of mining bases in your ZOC and then when yo

3 Replies 5,029 Views

[quote who="marigoldran" reply="2" id="3569121"] Oh. Well then. That would explain a lot. [e digicons]>_>[/e] Research costs SHOULD be higher for larger maps, I think. [/quote] Another space conquest game I play (Stardrive 2) has a penalty for reserch point production as ones empire gets bigger due to "complication in communication between planets" or some such thing. It works well and also allows for the potentua

70 Replies 1,770,057 Views

[quote who="peteincary2" reply="9" id="3566062"] I'll have to try making a colony that sends it production across the galaxy to my production starbase, and on that colony I'll put the 3 hyperions on a +3 military tile plus an eletrium defense shield and see how that goes [e digicons];)[/e] [/quote] Don't forget a couple of Anti-Matter reactors for some +2 lovelyness.

10 Replies 33,353 Views

[quote who="Ash_Paradox" reply="1" id="3565969"] It already does, provided you don't have open borders with them. On the side bar there's a notifications tab - they'll show up in there. [/quote] Yup. Just select the notiforcation and then press the 'Goto' button and the screen will flick to the offending ship.

5 Replies 10,266 Views

You can always set the Galatic Events to oftain. These produce events that give points, also build the point producing buildings if you can bare to have a tile thats not devoted to pop, prod, or reseach. Even with about 10 planets (with each having a point production building and in some cases 2 you will still get a steady stream of points with a bonus addition of events to boost you.

6 Replies 9,216 Views

[quote who="erischild" reply="3" id="3565774"] A planet can sponsor a shipyard, which sends manufacturing to the shipyard, from most any distance, as long as you factor in the decay rate. A planet can only contribute population to a ship, colony or transport, if it is within 6 hexes of the shipyard. I believe you have a situation where you have a shipyard that has sponsor planets that are all more than 6 hexes away. When you launch a transport or colony, it r

14 Replies 15,255 Views

In Gal Civ 2 when one race got too powerfull (about a 1/4 of the galaxy) the other races did gang up on them with a nice 'The War is Expanding' cutscene of lots of ships heading towards a hapless planet. I would recommend a return to such days.

5 Replies 17,273 Views

[quote who="peteincary2" reply="4" id="3565115"] Wait what? How does it determine what ship is build at that planet? Is it any ship built at a shipyard that has the planet listed as a sponsor? If so, you could change the planet's sponsored shipyard all over the map to make a ship that is built that turn have 1 fewer logistic point. (Put it on a research planet that donates its one manufacturing point to a shipyard across the galaxy to make that next ship easier to build.)&

10 Replies 33,353 Views

Right-o folks, I have a question and an observation. Question first. Is the H.L. building meant to give all your ships a reduction of 1 Logistic point? If so it's not doing this. My observation is that its only on ships produced at the shipyard thats tied to the planet where the H.L. building is built. Is this working as intended or not? Because the discription says planet on both the Hyperion Logistics building and the

10 Replies 33,353 Views

[quote who="dansiegel30" reply="1" id="3564277"] . russia and china have stayed in the UN, for similar reasons. [/quote] The same could also be said about the US and Israel if you want to get political.

13 Replies 17,342 Views

It uses Vodoo. [e digicons]:D[/e] Seriously though... I have been wondering this as well since I've had an empire that is about twice as big as any of my neighbours and a fleet that has chewed through everything it's gone toe-to-toe with and I still get threatened with demands for tech and tribute. Also when I mouse over other empires in the Diplomacy screen I am "Weak" and "Ripe for Conquest" oftain at the same time as I am taking worlds off ot

6 Replies 8,365 Views