The durantium is spent the moment you build queue it. If you cancel build, you get it refunded. The enemy can't take away what you already spent. This isn't Civ--built units don't really need supply.
tetleytea
Another tip: when you get the Ideology event which promises you +5 raw production, you don't get it. You get +1. Which sucks because you will go, "Hey wait a minute. If I knew it was only +1 raw, I would have made a different choice." So you reload, only to get a different Ideology event altogether.
Just moving your ships on top of one another will fleet them up, if you have the logistics. You also have the "Manage" button in the lower-left, if you have ships stacked together. However, neither method always works if you have a Fleet Commander in your fleet. It's buggy. You just have to keep trying until you figure out what works. You'll get it eventually.
I'm excited about ST:Discovery, too. Jason Isaacs is the captain, who also played bad-guy Lucius Malfoy in Harry Potter. I met Jason last January. He's actually a very cool guy. His "son" in Harry Potter is cool in RL, too (Tom Felton). He's just younger.
Island Dog liked it. He's just giving me a hard time. Didn't you find it touching when the new Worf had to abdicate his duties because he had to lay an egg?
Just curious what everybody thought of this new series on U.S. TV, "Orville", with Seth MacFarlane. The greatest Star Trek show on TV since Jean Luc. Okay, don't argue with me. Just shut up and agree. :)
One problem is that, in real life, "Pragmatic" is really Evil. Even the evil can act good--when it is beneficial to themselves. But that is more a "Life, the Universe, and everything" sort of thing. Also, I think it perfectly acceptable if the event choices tended to be juicier one way, but the other ideology trees themselves were better. e.g. better short-term gain from a malevolent event, but the benevolent tree is OP compared to malevolent. I mean, t
It's a freakin' Antimatter POWER PLANT.
This is "Future ideas", so how about go a step further? Be able to change the ship roles after the ship is built. The Medium Capital ship is no longer a capital ship after I have researched Huge Hulls (or, more accurately, Epiphanied Huge Hulls--I have yet to research Massive Scale Construction straight up). I also keep getting burned by the ship role defaulting to Support. I will design & build some behemoth, 1400bc to build--and forget to change the s
The ability to change the rules of the game in the middle. :)
Carrier drone roles didn't even work until recently (assuming they do now?).
Is this new to 2.5? Antimatter has always buffed my Space Elevators, Factories, and Central mines big-time.
[quote]How is ideology balanced? [/quote] I agree. The Malevolent tree is already way stronger as it is, and most of the Benevolent and Pragmatic trees are worthless. People have been saying that before (including me), so I didn't bother saying it again. Plus, this means skill in negotiations is no longer Pragmatic's strong suit. Malevolent gets that, too. And I have finished the entire Malevolent ideology tree twice now, but there is no practical w
Ship roles are weird. I just went all Kinetic weapons last game, and I found it better to do it backwards and make my large ships Assault. They took all the hits, and they have all the hit points. Meanwhile my precious, medium-hulled mercenaries were Escorts, and they didn't take any damage. It's like your tanks and cannon fodder should be assault. Your fleet assist and long-range missiles who don't have much defense should be capital. Unless you're th
I doubt this changed much in 2.5, but for purposes of how you specialize your planets, I don't think your planet class (large or small) matters so much as do your bonus tiles and mines. 1 research point goes to your empire, whether it comes from a large planet or small. Your ship production goes to the shipyard either way as well. I tend to throw farms on fluff tiles--off to the side, no bonus. Population matters more in 2.5, so I would look at those gr
Review posted.
Yup, kind of like that.
[quote]It does seem incredibly stupid doesn't it? Almost too stupid. I've been wondering if someone somewhere along the chain was influenced by an outside party. Equifax would be a huge target.[/quote] Behind a lot of technical problems are people problems. The technical expertise to prevent these problems is probably already all there, at Equifax. For whatever reason, people just didn't care. It's work.
This high-minded stuff is right up there with when I added coca and opium resources to Civ5 so I could start a drug trade.
I'm having an ohmigosh-I -just-finished-ludicrous moment right now. Was not very fun at the end, mostly because the computer was too slow. But was fun at the beginning when you do all the exploring. My manufacturing capital was cranking 5000 production per turn and could recruit a citizen every turn, without any mods, cheats or specialists. 4000 shipyard production, when the most expensive carrier I could build was only 2500.
I am happy to say, if you win on Ludicrous, you do get the Insane-map Steam achievement (i.e. "Trying to Prove Something" achievement). Thank goodness. I would have been ticked.
[quote]Dogs are something like 98% wolf. [/quote] True, but humans are 98% ape. For real.
Right. Requiring you to tech trade. I'm pretty sure that is by design. Extreme Colonization is the most obvious example of this.
I'm pretty sure that is not an exploit. Tech trading is part of the game design.
So absolutely. I just got burned by auto-upgrade. All my durantium kept mysteriously vanishing, and I was saving up for Singularity PP. Took about 20 turns to finally figure out what was going on. It even upgraded factories that I was later going to tear down and throw up a Fusion PP, when I had the antimatter. Grrrrr. Goodbye 8 durantium, for that industrial sector I didn't want.