Stardock, can you please add an easy way to tell which planets have active governors? Also, would it be possible to have an option to make it default to not auto-upgrading, etc? I always have to turn it off when I first settle a planet and sometimes I forget.
rlared12
I would love the following changes to diplomacy: 1) Eliminate feedback from the AI before officially offering a deal. Once you submit the deal, they either accept it, counter-propose, or tell you to go to hell. No more canned responses that give you a formula to either add more stuff or remove stuff. Depending on your relations with them will determine how favorable the trade terms are and how many rounds of negotiation they will tolerate before telling you to go to
[quote who="Mystikmind" reply="22" id="3646744"] Quoting rlared12, reply 20 1) You MUST do well during the colonization stage in the beginning and totally focus on getting as many good planets as you can. If you don't do this part well, you have no chance. You should be 100% focused on the beginning in just
Yeah that makes sense. But still, I think the tooltips should be clearer about this in the trade menus. Last game I was giving away research like it was candy apparently.
[quote who="admiralWillyWilber" reply="4" id="3646731"] 1. Also in cases where you want planets doing the same thing. Is research world specialization where 70% of your planets are research. It would be nice to have global options for this only going to planets that are different for local governors. Even having an exception is where global governor list doesn't affect. We need both global, and local governor option posts. [/quote] This could be incorporated into the "Co
I think we can all agree that the description makes no damn sense as-is.
[quote who="zuPloed" reply="2" id="3646733"] 1) If the population is higher than food on a planet you get negative population growth until it is equal to food. So if you want that much population you need to build farms to keep it. 2) Global. 3) Only the AI. The way it is set up in the .xmls I would expect the bonus to show up in the colony statistics. I am rather sure it does not. In this case this applies for all specialization treaties (research/wealth/influence)
Not sure what difficulty you are playing on but I've been playing on Gifted and winning pretty frequently, and I wouldn't consider myself a great strategy gamer. Try watching some of Macsen LP's Let's Plays on YouTube. . . they are extremely helpful. Here's my main recommendations: 1) You MUST do well during the colonization stage in the beginning and totally focus on getting as many good planets as you can. If you don't do this part well
A lot of great suggestions, hopefully some will get implemented. The ones I emphatically agree with are: 1) Governor window on planet screen should be side-popped and not a new window that overlays (so you can see real time changes on). Also its a pain to open so many windows when doing 50 planet changes right after another. 7) Towards late game, please have AI ability to understand credits. Too many junk screens popping up asking to trade 10 antimat
Hey all, I have a few questions about various mechanics, hopefully the experts out here will be able to advise: 1) Population over Food after Invasion or Culture Flip: Playing as the Terrans, if I take over an alien planet, many times it will show the population is way over the food supply. Do I need to build farms in this instance? 2) If I build a Hyperion Shrinker, does it affect only ships manufactured from that planet, or all ships globally? There
Oh man I had no idea they stack. . . that note is super misleading! Now I will think twice before destroying them!
[quote who="Mystikmind" reply="9" id="3646459"] The problem with ideology is the brick wall you hit because of the expense multiplier. But i think it works pretty good, so the way to fix that problem is to have a late tech tree tech to increase the productivity of Ideology structures so you can breathe a bit of life back into ideology later on in the game. [/quote] Yes this is kind of what I'm getting after. I put a "Missionary Center"
OK what about this. . . instead of being able to purchase, they make the Tier 1 ideologies cheaper than the Tier 2, etc. The thing that sucks is that you've unlocked a bunch already, a Tier 1 technology can cost like 60 points which sucks. Tier 1 should always cost like 20 or 30 at the most.
Agreed having the player get the ships would be too overpowered. They should just disappear though. . . otherwise they are just an annoyance that serves no purpose.
Just a suggestion to the devs, it would be great if there was a way to purchase ideology points. 500 credits each seems like a good number.
Right now when you use the Benevolent perk where all planets in your influence area flip, if it's a minor race's planet that had ships, then those ships become pirates. I'd like it if those ships simply disappeared or became yours, since the idea behind "benevolent" is that they flip because they like you.
Questions about destroying a trade resource on a planet: 1) Will the game let me destroy a trade resource that I am currently giving another race in a trade deal? If so, will it consider it breaking a trade agreement? 2) If I destroy a trade resource, am I correct that I don't get the benefit anymore and that it's not available for trade anymore?
I also have the problem as well where black holes don't show up. I run on low settings with particles and trails turned off as well.
I definitely second this request
OK I'll take a look in more detail. Could be that I didn't have the weapons researched. . . I'll check and post back.
[quote who="Avatar137" reply="2" id="3645425"] My assumption, and we all know what they say about assuming..., was that this is a feature. I think the developers wanted players to be more invested in using the resources and therefore created a new class of prototype ships that must be built first in order to have the "knowledge" to start cranking out the ships we were used to always having. I've found that once I build one of them the others appear and are able to be built. I could b
[quote who="erischild" reply="1" id="3645423"] It is possible that you are looking at collapsed versions of the lists. If you have only one entry under missile ships, for example, try to click on the little carat mark to the right of the ship list name. It should expand the list to show you resource dependent ships and other variations. If you favor the non resource version, it will be there at the top of the whole shipyard list. [/quote] Unfortunately that
When I have resources (durantium, etc), the starbase menu is only showing me the warships that require resources. I'd like to see the options that don't require resources as well. Any way to accomplish this? Is this a bug in the latest version? Once I run out of resources, then it shows me the ships that don't require resources.
A few features which would make the game more enjoyable in my opinion: 1) Be able to set launch direction from a planet, starbase, or shipyard. Right now being forced to launch in a certain direction wastes valuable moves. Even more annoying is that new ships launch to the right of shipyards while garrisoned ships launch in a different direction. 2) Range tool: I would love if holding shift (or some other modifier key) while hovering over a space wou
[quote who="neilkaz" reply="1" id="3620768"] 1) All the bazaars offer the same Mercs. The selection of Mercs available will vary from game to game somewhat. [/quote] Thanks for the response. On the mercs. . . my question was if I can actually choose which Bazaar I want the mercs to pop out of? That way I get the merc where I need him quicker.