Enjoyed it Bamdorf, great read. I noticed that you didn't mention resources or relics. Are you skipping them in your game or just down playing them? I am currently playing a game on the settings that Larsenex talked about and relics have been a major part of my game. In fact, they are so good, I am considering cutting back on them going forward. There are so many, most are going to waste and I have criminal bonuses for M, E, C and R, as well as approval for the large empir
Franco fx
[quote]Freighters. Can these be sent between your planets or just between interstellar governments? [/quote] Only to minors or majors. Can't trade among your own planets [quote]Races and Diplomatic chatter, seems to be an awful lot of requests for money from various races, is it possible to get that knocked down some? [/quote] LOL, I doubt it, but who knows, they are always working on the AI and it could change at any time. It can probably be
We don need no stinkin documentation. :)
Yeah, I, of course, use constructors and colony ships found, but the rest wind up on a planet or star base as a defender.
[quote who="CaptinDan" reply="12" id="3555390"] Pragmatic has the 3 free ships round ever planet at rank four I am finding this huge. I don't normally build ships until I can build good ones. But when I take this I go from nowhere to strongest military. This keeps everyone off my back for ages. [/quote] Yes this is a good one if it doesn't bankrupt you. :) I have found that my own military efforts are usually enough deterrent, but to be honest my plane
The only thing I can't stand is surrendering to a faction that they are not at war with. That is like Germany surrendering to Switzerland in WWII.
[quote]2) Trade screen is confusing: I miss a clear explanation about who is giving what. I only found out which offer is whoms after a trade partner offered something that was not in my list. [/quote] I understand the confusion, it has thrown me a few times, but just remember left are your offers and right are theirs. [quote]3) The tech tree is a mystery to me. I'm missing a graphical overview, right now I'm only selecting technologies that somehow sound be
[quote who="Christian_Akacro" reply="8" id="3555321"] Paul used it on a livestream and called it 'working as intended'. Keep in mind these colony ships have 0 population. [/quote] I also saw Frogboy use it in a stream, and I got a chuckle that he didn't know they had zero pop.
The pragmatic tree is a great starting ideology but once you have the Builder choices and the Preparedness Center it is not so great. This is somewhat true of all of them I guess. Lots of not so exciting choices.
This is amazing. I couldn't imagine how you would pull this off but you have done it. Your creativity is awesome. I hope you will add EXTERMINATE voice overs. :)
LOL, I didn't notice approval, I have never had zero or even close, but I am a low pop player. Still, it seems like it would show low influence effect.
Unless it has something to do with being recently invaded, this doesn't seem right. No way should the planet be 37% gone with you having 97% influence. The Iridia are strong influence but not that strong imo. I have never seen this happen. It is almost like it is going to flip to you, even though you already have the planet. Unless someone else can explain it I would say it's a bug. Edit: Maybe I wouldn't go so far as to call it a bug until the planets actually fli
[quote who="00zim00" reply="2" id="3554900"] really? that doesn't make any sense... have the devs confirmed this anywhere? [/quote] Yes they discussed it in the streams. Seemed a little weird noy to know what was happening on planets in your own system. A giant shark on Mars? really?
[quote who="Kurt_Blitzer" reply="3" id="3554901"] Sorry to highjack your thread for a question: If I take Mars in the first round I don't get a col. event, is this a feature or a bug? [/quote] Hard to call it a feature but they did eliminate home system events since it would be ridiculous not to already know conditions on planet that close.
If you type help in the console it will bring up all the commands
[quote who="androshalforc" reply="2" id="3554899"] starbases do extend the range of your ship a starbase provides the same range as a planet would if your ship has 10 range it can operate anywhere within 10 tiles of any planet or starbase that you own. if your ship has 30 range it can operate anywhere within 30 tiles of any planet or starbase that you own [/quote] My mistake, I knew planets were different but I thought star bases were more limited.
If you have it turned on, (which it is by default), all your influence protected planets should be covered by a grid pattern that is shaded with your faction color. It can be annoying and can be turned off but it should be checked in situations like you describe. Your ZOI is the grid and it might not be what you think it is if you have the grid turned off
You can send any ship to the location of a star base, but they do not increase ship range, per sec. In other words you can send a long range constructor to build a way out star base next to a habitable planet, then you can send a short range colony ship to that location and colonize the planet. The ship you send can only operate in the 5 hex radius of the star base.
They have promised more sorting options. I had forgotten the favorites option. That would be a good one to add.
If I understand correctly, you are in the process of losing planets you recently invaded, to influence. Are the planets inside a grid? If not they are subject to rebellion. If they are in a grid and losing influence per turn they should not be showing a rebellion percentage but your grid is going to eventually collapse and then they will start to flip. I think the grid will collapse when their influence exceeds 50%
None of that is currently available. I particularly wish that #1 existed.
[quote who="ShoGuL" reply="7" id="3554720"] If you also post the source or how you tested it, sure [e digicons]:)[/e] Not really interested in how you intuitively think it works.. that's not useful -- we don't necessarily think like the game designer. [/quote] Nothing that I posted is intuitive, it is based on a lot of game play with an emphasis on influence. It is not really obscure. If you are into the numbers, they are all there in the mouse overs. I'
I'll do my best I am not a math guy so I can't give you the formulas that drive it. You start with your home world which has an influence bonus and a growth factor. Each planet you colonize adds to your influence. You increase your influence by researching influence techs which opens up influence improvements that can be built on you planet. The basic influence improvement is the consulate. This should be built on every planet if you are interested in spreading your cu
[quote]At the moment the only thing what the A.I. does either beg for stuff or try to coerce you to do something. Most of the time it is the first interaction I get with them. Why are they even talking to me? And what is almost worse is that they never follow through and that they often don't even have the means to do so. In my last game I had 7000 FP and a 200 FP race tells me I have a puny empire and should give them something? What kind of bad joke is this? [/quote]
You can set the relics to rare and even omit them if you wish. If you hover over the individual planets it gives you the info I guess that you want. Maybe it would be easier if the star gave the info, I have never thought about it.