Hmmm, okay so they made the AI do fewer stupid things, that's great! It's still super easy to crush them.
eviator
[quote who="jonmdewey" reply="10" id="3554693"] This is probably the most significant point where I disagree, I think you are undervaluing reduction in costs. It left you build your factories faster. What helps you more in the early game when you need the help, and those gains can be put to good use.. at it seems to work out well for me and I'm still building factories by the time I've won... but this is probably map size dependent, 1 for maps bigger than large, 2 for maps sma
I like to min/max my production and specialize planets, so I like medium maps. Bigger and micromanagement becomes a logistical nightmare. Pirates are also not fun to me because there is no benefit gained for fighting them. I set pirates to rare or off. Asteroids clutter the main map when zoomed out so I like to turn those off. Now that I think about it, does that eliminate Durantium? Speakng of which, I'm not big on constructor spam, so I'd prefer such resources turned down to uncommo
Yes, that is by design. The devs cite balance reasons for doing this.
Very annoying indeed. Can't believe this is still the case in 1.0
I like the idea. Very similar to mine . I fear it's too much for the devs to consider because it's not how they play the game.
From a utility standpoint, their purpose seems to be to clutter up the strategic view. Seriously, it's so difficult to see strategic resources, ships, and planets, I'd love the ability to de clutter the various "fields" from that view.
Just came here to report this bug, glad to find it has already been mentioned here and that folks have found the appropriate fix. Cheers!
I agree with pretty much every point in this thread on the weakness of projects. What more can be said? Maximum conversion seems to be 99-1 to exploit the 10% bump, at the cost of micromanaging your production slider. It's not worth it. In the old days net social manufacturing converted to raw research/wealth. That was overpowered as star base modules allowed you to get huge boosts. Better would be if net social manufacturing converted to net research/wealth at a certain rate (25-
I went to a cyber security conference recently and the keynote was given by a Europrean expert about how software companies are going to ratchet up their privacy capabilities in response to U.S. spying activities. The general tone I got was most non-Americans, at least security experts, are opposed to government spying. I can totally see companies like Microsoft bending over and creating back doors. But if that happens you will start to see a huge surge of non-American competition that won
Okay, I finally see where I went wrong, but it's not entirely my fault. You do indeed have access to the Xeno Archeology Lab module from the beginning. I had incorrectly assumed this module came from the Xeno Archeology tech. Instead that tech provides the Ancient Studies Center module, which is the upgrade. I say it's not entirely my fault because the naming creates confusion. Even since early beta, I had assumed you needed to research Xeno Archeology in order to unlock the Xeno Arch
Please elaborate. In the trade screen we see they had not yet researched Xeno Archeology.
[quote who="Rhonin_the_wizard" reply="1" id="3552617"] The module to mine relics is available from the beginning. [/quote] What module might that be? Because my starbase above and left of the relic is a mining starbase in range of the relic and it's not mining it.
AI is on normal. This first screenshot shows the starbase (lower right) the Iridium created a couple turns ago harvesting the nearby manufacturing relic (middle). Sorry about the colors, I am the darker orange Krynn. This next screenshot shows the trade screen with the Iridium. <img src="http://i1295.photobucket.com/alb
[quote who="ddd888" reply="1" id="3552571"] Stuff [/quote] Maybe I do overrate specialization, the numbers aren't clear. I think I can on average get 3-4 times more production of a particular resource by specializing a planet than if I generalized it. But if I need 3 planets each specializing one resource, specialization probably only gives modest gains overall, maybe in the range of 20 to 40%. That is a big amount long term and might make a big difference if the AI was
Adjacency bonuses, tile bonuses, planetary production settings, specialty improvements, planet classes, colonization events, all these create a terrific environment for highly specialized planets, whether manufacturing, research, or wealth (influence to a lesser extent). One would expect some increase in the required micromanagement to make near optimal use of specialized planets. But I contend it is WAY too much micromanagement in the current state of the game. I implore the devs to sp
Nevermind, looks like I needed to research Institutional Research for it to become available.
Is the research project still in the game? If so, do the Krynn get it? If so, does it require some special tech to enable it? I'm on about turn 80 with some specialized manufacturing planets and want to rush some research. Obviously I can set those planets to 100% research on the production wheel, but I think I could do better with a research project.
I was in Age of War at the time. I really think it was the ideology thing because now, 20 turns later, I was able to invade. I renew my request for more details about the war immunity, though. Were I new to the game I would have found that extremely baffling.
I'm the Krynn and on Thalan's doorstep. I cannot declare war on them, I'm guessing because the Thalan have taken Negotiator 1 in the Pragmatic tree. Guessing because I know of no way to find out for sure. If that's what's happening, how can I verify that and how can I see how many turns are remaining? If that's not what's happening, what else could it be? The UP has not met yet.
Great, thanks for the info! I would like the tooltips to make this clear, but in any case I did see the increase in production reflected in the raw numbers. Cheers!
Originally it boosted production. Toward the end of the beta period it boosted population growth, influence, and resistance instead. Some also claimed it did still boost production in late beta, not as much though, and that the devs confirmed it. But the production boost didn't show up in the tool tips. It still doesn't. So what does Morale do, and if it boosts production can we please see it in tool tips so I can make informed decisions?
[quote who="erischild" reply="10" id="3550061"] Troll or not, it is actually a valid point. The Stardock supplied art is of a quality that it should be possible for the artists to suggest a bit of gender besides Altairian and Humans. It's very good art and I admire the skill and variety, but it does come off as a bit of a boy's club. [/quote] Only to the hypersensitive and those looking for things to get offended about. This must be another troll post.</p
I think the OP is a troll post.
[quote who="starkers" reply="16" id="3549941"] Ya know, folks, whatever is wrong with the current US gov't... it is repeated when the next US gov't is elected. The disease is inherrent and is to bound be repeated over and over again because nobody has the balls to say "we got it wrong". [/quote] That's not necessarily the case. Some front-runner candidates are running on a platform against spying, i.e. pro constitution. We have a chance to elect someo