[quote who="Publius of NV" reply="7" id="3711525"] Cultural Centers require Harmony Crystals to build. Do you have any Harmony Crystals? [/quote] Yes, even though I do not see the logic behind that, considering Harmony Crystals are Approval resources. You would think it would be Snuggler Colonies since that provides influence, but I digress. Usually, if it is just a resource problem, it would be greyed out and "Cannot Build: Reason" would be in r
Nilfiry
[quote who="Publius of NV" reply="1" id="3711478"] With current Crusade and/or Intrigue, population is capped by the planet class. So I would guess that you are playing the base game, correct? [/quote] Pop capping by planet class does not apply to just Crusade/Intrigue. It applies to the base game too.
That is not the only building bug that I have noticed in version 3.0 (base game). I cannot build Cultural Centers even after unlocking them on the generic tech tree.
1. No 2. No 3. No When you are designing your own ships, you can use whatever hull style that you want. When you save your templates, it will become available to all other AI factions playing as long as they have the tech to build your templates. if you do not want any other factions to use your designs, make sure to use techs that they cannot access with their tech tree. It is a poor game design that is easy to manipulate, so I am
I have the power rating bug as well, and it does not need to be a high turn count for it to occur.
It should. Does someone else already have a star base near such relics? Only one star base per relic. Did you build the modules required for research relics?
Just destroy all races except one. Leave only their home planet. Then just end your turn over and over. It will be gone in a breeze.
My work around has been to infinitely queue the constructors I want in a shipyard(s) or simply build it ahead of time, and then use the request constructor function.
Actually, the more you slow down the tech research, the greater the disparity in favor of the player by mid to late game. This is simply because the player will always outdo the AI in economic management.
I ALWAYS disable surrender ever since it became available. The AI surrender for the stupidest reasons.
Ship copying is uncreative, not helpful, and extremely easy to manipulate. First of all, the AI can never copy my ship designs because the techs that I use have not been unlocked by them. Even if they had unlock them, they might not have the race traits necessary to make it work. I am talking about Specialization here, particularly mass/capacity in my case. By endgame, none of the AIs have anywhere near 650 capacity on their huge ships, and to even get there, they
[quote who="Seafireliv" reply="35" id="3612955"] Quoting Nilfiry, reply 30 Quoting Seafireliv, reply 17 That said, i nev
If anything, more influence will harm your diplomatic relations.
[quote who="Seafireliv" reply="17" id="3612002"] That said, i never Reload if I get a bad run, I stick with whatever the outcome is. Do you always Reload until you get the result you want? Be honest now. [/quote] I regenerate the map to get a decent star cluster if I am playing on tight clusters. Does that count? Sometimes, I will play a few turns to explore the nearby star systems before deciding to restart o
Why do you need to disable carriers when the AI will never make them effectively? You could always refrain from building them yourself.
This is not something that I care about. Names like, "Frigates," "Cruisers," and "Destroyers" are arbitrary and useless to me. The only thing that I see are capacity points (and aesthetics) and plan and build accordingly. I do not care about the other nonsense because this game is FAR from needing that kind of effort in its ship formations. Only assigned ship roles and weapon/defense specializations matter.
[quote who="Larsenex" reply="8" id="3611833"] Actually, most folks I have talked to only play on insane maps. Its really the only way to play (Iif your computer can handle the size). I say to play that way because if ai gets enough planets over time you will not beat him. [/quote] I disagree with that. I play on abundant all the time, and the AI having more planets does not make them any more difficult to beat. The only advantage they get out of having m
I play the Terran tech tree, and I can still do all of this. Although, I do agree with most of your points. A lot of the planetary projects are useless. Building new ships is better than upgrading old ones. Tech trading is great. Economic star bases are what I build first before mining. Governors are crappy. But diplomacy is not all bad: you can sell treaties for money, which is really helpful early on.
[quote who="MacsenLP" reply="11" id="3611574"] Quoting eviator, reply 10 This is a good point. A 25% increase on 0.1 (or whatever it was) is much less beneficial than the same percentage increase on 0.3 True, but it many cases you'll hit the colonies pop cap before having the industry to even think of
People felt the growth was high enough? Even with the best setup, the best you can get is around .3 growth per turn before. I for one am glad they increased the growth rate. It made population growth improvements and tech relevant again.
Military Starbase? Sure. Great idea. Shipyard? I may as well just build a new ship rather than bother with upgrading it at a shipyard, despite the fact that it makes sense. The time it takes to send a ship out in the field back to the yard plus upgrade time and cost provides no advantage over simply building a new ship for me, especially with talk of nerfing engine stacking. You may as well decom a ship and use the funds to cover any negative income while you go all out
Maybe the developers never expected people to be able to field so many ships at once? That or maybe the limitation was unintentional. With all of the work that they have been putting into trying to fix the economy and diplomatic issues, this might not see any changes for a while. At least while fleet size is being capped, those that do not want to spam carriers can still find worth in building other things, especially if you can get Military productions over 10K across
Price for Price, Carriers are OP'd in groups of three with optimal build, but if turns to build is not a problem for you, then Huge hulls are still better. The main reason for this is that there exists a hard cap of 64 ships per battle. Any excess does not contribute toward the results of battle. Furthermore, since fighters do not respawn every battle, carriers are more susceptible to battles of attrition. Of course, against the AI, none of this matters since you ca
[quote who="hardcore_gamer" reply="3" id="3610780"] Quoting Nilfiry, reply 2 Each turn is worth one week in game time. So my 20 colony empire with dozens of billions of people was created in only 6 in-game years? [/quote] Pretty much... yeah. Tak
Each turn is worth one week in game time. In real world time, however long you take your turns.