It cannot be done. A colony ship must have at least 1 population to colonize a planet. (but you can do it with constructors)
AdamMG
Good point, the supply depot does indirectly help with stored goods by giving a 10% bonus to production.
It does not. It gives a modest production bonus (10%) and morale bonus (15% + %/adjacency). If you don't need the morale bonus, you'll be better off building a factory (as they upgrade to higher production bonus)
I have issues with carriers spawning the wrong type of fighter as well, it has been a thorn in my side for some time. I rarely use them because of this. When I do, I always produce one and only one carrier just to see what fighter is actually there, before mass producing them.
Trade certainly needs an overhaul. Tourism used to be really unbalanced (first not enough, then too much, now it is pretty ok) and I think that establishing trade routes should get the same sort of attention.
Absolutely. That's what the ship designer is for :) If you stick with just the AI created ship designs, you're missing out.
Stardock is awesome. jonny.bjork, please share on here if it works. I suspect it will.
[quote who="dlapine1" reply="9" id="3801057"]But sometimes you have to use what the default races give you- gotta get those Steam accomplishments from completion-ism... [e digicons]:grin:[/e] [/quote] :D I hear you, and understand. I haven't played a default race for a while, I really enjoy making my own.
For that matter, just go with Devout as a trait. It gives the best happiness building (multiple per planet) in the game, and produces up to 40 influence/turn. Also gives access to extra tourism buildings. Tourism is the only income you'll need once they are built and upgraded.
I was the one who said it, because I misunderstood. Had you bought the base game, Crusade would have been included. You bought just the Retribution expansion, which does not include it.
@treborblue I have not yet modded more than a couple of minor experiments, mainly because for a while the game was changing too often. And once 4.1 was released, I just plain forgot that I wanted to mod. But now I am reminded :) So basically, if you do make the tools, I would most likely use them. Count me in as interested.
It looks like your original purchase was JUST the Retribution expansion (which I guess includes the base game?) Which means you do not have Crusade. That is most certainly required, for the governments, the resources, and also some of the DLC won't even work if you don't have Crusade. I hate to be the one to say that you'll have to buy even more, but it does look that way.
Ah, well not having all the expansions does seem to explain the problems. As a player, I highly recommend all the expansions (Intrigue, Mercenaries) - you have Retribution and Crusade should be included). As far as other DLC, I have them all other than Villains of SC and Mech Parts (which are completely unnecessary). My personal recommendations (the ones that most affect gameplay), if you wanted to get some, would be Precursor Worlds, Lost Treasures, and Wor
If governments are working properly, they can only be changed after gaining a second planet, and once changed, cannot be changed again for 26 turns. But if resource upgrades aren't working, it is possible that governments are wonky for you as well. I have no ideas, other than the failed reinstall. Hopefully the Stardock support team can help.
All planetary resources should be upgradable once without tech, and twice more with appropriate tech. Seems like it is an error with your install, maybe a reinstall will help?
2.8 is a pretty old back-version, and was released before many of the DLCs. I suspect you won't have much luck, the game has gone through many changes since then. Better off finding what the issue was that prevented you from playing.
Ah I never noticed that about deleting queued transports losing the troop.
I will sometimes get the missile/beam/kinetic ships for assault/guardian/fighter carriers, but other times I get something fairly random (though once a carrier module "picks" a weapon, it is consistent for the rest of the game). I generally create only one carrier of each type until I know what type of weapon it carries, and then I know what to research and/or build.
DivineWrath - For the record, you do not lose a legion when you queue a transport. One gets earmarked for the transport ship (as it must have at least one legion). Once the ship is built, the subtracted legion is on the transport. If you fill it up to full (with 5) only 4 more are subtracted from your pool. The bug is when you upgrade a transport. It will still subtract one from your pool for inclusion on the ship, and add it upon upgrading (which is not necess
Alliance victories are a bit wonked. If another civ has alliances with all but you, or all but one faction that you defeat in battle, it takes their alliance victory into account before yours. The game has been this way for a long time.
You can invade (or culture flip) a planet that you don't have the colonization tech for, it will just be at -50% raw production until that technology is achieved
I did not buy the founder's edition of GCIII and am sorry I did not. I have bought every DLC (except the villains of star control, which I am uninterested in) and spent far more than I would have had I founded. I'm not too sorry about that, I've put a lot of hours into this game. If/when GC4 makes a founder edition available, I'll be in.
Promethium is required (a lot of it) if you want more than just a couple of strong culture starbases. Also required on econ bases for research.
Entertainment Networks are upgrades from the Entertainment Center, which is found under the Cultural Exchange tech (influence branch). It isn't intuitive, but it isn't broken either.
This has happened to me many times (including on the most recent build). I generally reduce the sponsoring planets to 5, as intended, when it happens. Another voluntary exploit has to do with trading techs to Synthetic and Silicon civs. They cannot research certain (biological) techs, but will trade for them. But, since they cannot research them, they will still show up as tradeable to them, even if they've already been traded. So long as they are not the only