You mean on the minimap or on the galactic view? Both could make sense - I was thinking on the minimap as currently that is what I find less usefull. Like mentioned originally, I can only use it to have an overview on how large blobs are bordering me and what colour they are using - everything else is useless at least on my monitor (maybe it has something to do with resolution and other things but everything is a single pixel and just melts together or does not provide
Lord_of_Void
If treates should apply for both parties, then text is ok but it does not seem to be applied for the user. Recommended to also check for the AI to be sure. The concept of all treaties apply for both parties makes sense to me. I just hope that the below is also considered: - When offering a treaty to the AI, the same treaty from AI side is automatically removed (being two way) - Value for the AI is calculated by the relative value of the goodies the indiv
At one turn my bases located in another CIVs territory suddenly switch to that CIVs side. First I thought this is a bug, then assumed it might be a missing notification which normally informs players on deserting assets but in larger amount. Reading through the individual ideology bonuses found that one of them fits this case exactly: "Benevolent\Prominence\Enticing" As there was no notification whatsoever what happened, the triggering of
Ok that might make sense. The in-game description states: "...to both civilizations..." though It is difficult to override such information as what makes sense and is logical varies from person to person. The AI for example can be already regularly milked for ALL of its money with an offering of exploration and non-aggression treaty - so there is nothing really left to milk it for. Further: What about military and economic treaties? Do these then also only give bonus fo
Can we pls have an infomap someday clearly showing the dominant influence regions colour coded with CIV icon and name along the lines of this?: https://www.google.ch/search?q=stellaris+map&biw=1920&bih=969&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjx5tL85dTJAhULuBQKHY0YA94Q_AUI
Ship image on the bottom left corner is empty when the blueprint is deleted This of course applies when clicking on ships of the deleted template still available on the map
After closing a cultural treaty deal with other CIVs the effects are not visible on the planetary culture value breakdown - dos not seem to have any effect even if the treaty is concluded with several CIVs It also seems to be a potential balancing issue how this bonus would be applied as according to the description it gives a 25% bonus but this would not take into consideration how powerful the individual treaty members are. Suggest the bonus is applied as a +percentag
Bingo. The number in the bracket shows the number of planets the player has This means that it is in fact the residual reference from the large empire penalty where the number of planets gave a negative bonus. Only the negatvie bonus is set to zero and the text does not seem to be found for this attribute anymore
I imagine the most logical way to go about it is to have the same rules applied for player and AI. What if the AI tells the player to move out? - I actually cannot recall any such case though I never send military ships to their territory without being in war so that might explain it. But the actual problem here is the AI parking ships near the player without any good reason even if it gets beaten up in the meantime by other AIs - this will probably be resolved via AI c
There was no CIV that defied the vote as far as I could see - nor in the list afterwards in the diplomatic menu
After playing with v1.5 opt-in through the weekend please find below findings: Exploitation of the AI when offering exploration treaty is still valid supplying the player with the lifting of FOW as well a huge amount of money. Re-balancing of the treaties values is not visible here. The value of exploration treaty needs to be cut down considerably (almost all CIVS give all their money for this and it expires quite rapidly. Non-aggression pact is the same as above thou
Tried below but the bases do not seem to consume the schema, is the name correct?: BasicConstructor false Cargo Support ConstructionModule</RequiredComponentType>
[quote who="a0152570" reply="9" id="3600503"] If you obsolete the default and request a con, it reverts back to a Basic Constructor. [/quote]If you obsolete the default and request a con, it reverts back to a Basic Constructor. Hm... it doesn't work like that in my 1.4 version ... maybe that is the one I have deleted So this suggests there was another schema in that file called Constructor Basic or something similar and if I place it back in again,
Thanks a0152570 I tried that and it works fine. I can now also see what you were getting at. This is a good solution to replace the default Constructor and thus resolves the problem with ordering more constructors via the bases. What I was looking for though is more on the other two ends of the problem: How can we configure
Ok, I do seem to have a ConstructorBlueprint in that file: ConstructorBlueprint Cargo Support ConstructionModule LifeSupport &
Thank you both for your recommendations. Conducted the files verification of Steam - It has restored 7 files, restarted game but no change in behavior. What I have done is probably deleted the basic constructor schema within Designer. I haven't changed anything outside of the game GUI so no changes in the file system. I was cleaning up the tidal wave of Constructor schemas - this is also necessary as the bases only order the most expensive one per default. &
The error message "You are unable to build constructors at this time" for Shipyards when ordering constructor has pupped up again on the latest version if I delete/obsolete some schema I can't tell which schema it was and if it was deleted or obsoleted as there was a huge clutter on the list and had to do a large cleanup to see what is actually there but is there a way to create a new schema so the error is not shown anymore and the bases can get there constructor?<
My games are all Normal as that is the level the AI does not get any bonuses in either direction as per my understanding. Wouldn't exactly say that the AIs are overly friendly with each other, in my experience they are overly hostile OR friendly with the player. They either declare war on the player without any chance of ever reaching one of its planets not to mention occupy it, or they are so charmed be it due to trade, diplomacy bonus, ideology or other that they
[quote who="sjaminei" reply="3" id="3598935"] I made a mod to regenerate better random galaxies with specifications like that [/quote] Thanks, that mod sounds nice maybe I check it out - Also like to play with large maps. How many CIVs do you usually play on those maps? I really wanted to hit a sweat spot with the config to have a galaxy where my CIV is basically lost - stretching out so far that I would never reach the border of it until th
Can confirm the aggressive AI. Played one game on 1.4 and the Drengin and a custom race declared war on me around turn 100. Problem was they are nowhere near to me. We are now blazing over turn 200 but these two aggressors are still way out of reach for any kind of ship to reach. They did not bother or could not research and build ships that can reach me, nor offer peace. Interestingly they are only in war with me ignoring all the other 30+ races :) Really glad th
Is anyone else having issues generating that perfect galaxy you imagined you would like to play it all out on? Having spent a few hundred turns searching for other CIVs from the around 28 CVIs and minor races on maps above Huge I had to confess to my self that I have no idea for how many CIVS each map size is comfortable to play with. Now I understand that a map being comfortable is up for discussion (for me it is around 10 habitable planets for each starting CIV), but
Confirm that, please find the below save game for analysis: https://www.dropbox.com/s/gjxglezh6e8rz8y/05%20Terran%20Core.GC3Sav?dl=0 Description for save game: Notice the large amount of ships next to my planets by a friendly as can be "Altarian Empire" Said friendly CIV is in war with the "Iconians" who also happen to be friends of mine. <
Have been playing around with 1.4 and like the changes to the government wheel and to the AI, especially how it holds up on normal even after 200 turns (it is not easy to pass it in research anymore and that is good) Some things I would like to recommend for future updates: A "Select all ships" button next to planet MGMT GUI on strategic map when player would like to launch all ships. It would also streamline selection when only a selected few need to be
The production wheel rework will address some Regarding star bases: What if the bases would be made considerably more expensive to maintain? As they are kinda like a planet with large benefits it would make sense for an empire to have a lot of funds to keep them running at all. It would cut back spamming also from the AI side
Ship Designer which flows into customization. There might not be a lot of players yet who customize their own civ but the game lets you create a ton of enemies from you favorite shows our out of our own melon Diplomacy is already better then most 4X titles and will get even stronger once we get more treaties (like telling the AI to get the h*ll out of our property :)) and AI gets more personality Planetary building is a fun mini-game with all the