[quote who="Gaunathor" reply="5" id="3568517"] Quoting hardcore_gamer, reply 4 Does this come with a diplomatic penalty if the planet was originally owned by somebody else? Nope. It's your planet now, so you can do with it whatever you want. [/quote] [quote who="peteincary2" r
hardcore_gamer
[quote who="Gaunathor" reply="3" id="3568503"] You can already do what you are asking for. Just open the Govern screen of the colony you want to get rid off and click on the button "Destroy Planet". [/quote] Interesting. Does this come with a diplomatic penalty if the planet was originally owned by somebody else?
I know that soil soil engineering increases the number of tiles a planet can use. But does doing this come with a penalty? Perhaps this is a mistake on my part but I think building it made my other tiles and improvements less powerful. Is this true or am I just imagining things?
[quote who="Tohron" reply="1" id="3568484"] It is possible to delete all the buildings, and you can also load all the population into transports/colony ships and move them someplace else. [/quote] That requires too much micro.
[quote who="KD7BCH" reply="1" id="3568486"] LOLOLOLOLOLOL [/quote] What a useful reply!
It's annoying having to keep planets that I don't want. It would be very nice if we were given a "raze" option similar to the one in Civ 5 so that we can take enemy planets to weaken the enemy and then just sack the planet if we don't actually want it, destroying all buildings and population and removing empire control of the planet.
I haven't used auto-explore for a while now but the last time I did scouts would just ignore empire borders and just go straight into other nation's empires without regard for the diplomatic affects. This basically broke auto-explore so I stopped using it. Has this issue been addressed?
[quote who="LordVirtuvian" reply="11" id="3565166"] I was under the impression that if you weren't in the UP then you could not trade with players/AI who were. [/quote] I thought you just suffered a relationship penalty. It doesn't make much sense that you can trade with players who aren't in the UP. It would make more sense to just have special UP resolutions for that.
[quote who="drakkos137" reply="2" id="3564304"] To avoid a bs -3 diplo penalty? [/quote] Do you still get the penalty with races who they themselves have left the UP? Other races can also leave right? Because if they can't then the mechanic is broken sicne it doesn't make sense that only the player can leave.
What exactly do powerful nations benefit from being in the UP? I can't find a list of UP resolutions but if the UP is like it was in GC2 then most of the resolutions just appear to be rules that help mostly the weaker factions, like taking money from the wealthy or banning warfare. Do powerful nations have any reason to be in the UP?
[quote who="BuckGodot" reply="1" id="3558392"] Rush buy may be "inefficient", but there are certainly times when it's nice to have on hand. I personally like to have a lot of cash on hand for either emergencies, ship upgrades, or diplomatic uses. It may not be everyone's cup of tea, but I find it invaluable. [/quote] You forgot paying for better invasions :) Money is important. Being able to buy buildings at once can be very useful for a fres
Does the class of a planet only affect the number of tiles you can build stuff on or also population cap? Because I am playing as a cybernetic race and for some reason almost every planet I have gone to have had 17 max pop right of the bat. What decides the base pop cap for planets? Also do you think the cybernetic trait is overpowered? I am able to just spew out legions of populations with my factory worlds. I am literally growing populations faster than I can find planets to
[quote who="Azunai_" reply="1" id="3558625"] in GC3 (also in the previuos game of the series, GC2) population and troops are basically the same thing. you put your citizens in thos troop ships, land them on alien planets and if your dudes win, they are the new population of your newly conquered planet (some of the original inhabitatns usually survive, too) it can be a good idea to have some troop transports in preparation and collect some people from planets that reach their c
So as far as I understand you need to spent your own population to build ground troops. If true than that means ground troops are insanely valuable and that losing them is the same as basically losing portions of your empire. However, I still have some questions about how land units work. For example, if I build a transport and convert 1 population into a army unit, then will the planet just replace that population unit with time by making the population grow again? If so does that me
Is there any place where I can see the entire tech tree in this game? Only being able to see what you are currently researching doesn't give a very good sense of progression. Is there some place where I can see the entire tech tree? Either in-game or somewhere else?
[quote who="econundrum1" reply="14" id="3556182"] Being good also doesn't mean sitting back and doing nothing while the Dregin murder, eat and enslave others. [/quote] But I had not attacked anybody. I wasn't an aggressor safe for how I treated worlds I colonized.
In my current game I am playing as a evil custom faction and the Altarians hate me. They just dow'd me. Even though I am evil I have not gone to war with other factions so feels odd that they are willing to attack me like that, since they are suppose to be a good guy faction. Do good buy factions actually behave like good guys or does the AI behave the same for everybody after all?
Is it possible to create new buildings? Both buildings that anyone can use and also buildings that only certain races get?
I have a problem. When making my custom race I I removed these 2 lines (I am using the Terrans as a base): TerranMoviesFG TerranMoviesBG Because I am going to use static images instead of videos, and then added these 2 lines instead: Gurk_FG.png</LeaderImage
First of all this is my first post, so hi everybody! Anyway, I am making my own custom race and I have a few questions regarding some of the definitions/lines in the xml file. 1. for RaceTraits, when I write the ability plus 1 (example: Traders1) in-game the bonus gives +2 instead! How exactly do you control how big the bonus or minus is? 2. What does this mean: Neutral Is this about th