AdamMG

AdamMG

Joined Member # 6817027
20 Posts 588 Replies 684 Reputation

With Retribution (and the base game update released at the same time), tourism has been mitigated by not allowing a building to be placed on each planet, which I believe is a good fix. As you can see, Plutocracy bypasses this tourism nerf. I would suggest that the Plutocracy tourism income be dropped by an order of magnitude, down to 0.1% tourism income or something similar. Again, this means that each planet acts as if it had a 1% tourism building on it (such as the Import-

7 Replies 10,083 Views

Yes, the percentages on Tourism are a bit misleading. With Plutocracy, it is as if you have a 1% tourism income (as opposed to 1% bonus) on each planet. Which means that each planet gets 1% of total potential tourism income, based upon your influence area. The bonus (from, for example, aquatic worlds - 25%) adds a percentage to the planetary income from tourism, which requires a building (or this government) to multiply out. The wording should really be changed, it too

7 Replies 10,083 Views

I just got pirate bases in a game this morning, from the event, with them set on Occasional. Perhaps it has been fixed? It did help prompt me to build more warships, as I was in an isolated part of the galaxy.

6 Replies 39,891 Views

Despite having to scroll through a debug log (please put these on a dropbox with a link if you want these threads responded to by the general public) I'd like to say that I see Gravitronics on my games as the Thalan.

9 Replies 55,638 Views

I do not like the new hyperlane animations. I did like the straight lines, they were clear enough. These, the animation gets in the way of my gameplay. I don't mind if this is temporary, I'm getting a little bit used to it, but I like to be able to scroll out and see what I can see quickly, without animations.

0 Replies 12,020 Views

Crusade was the best update to this game ever. This one has much promise, I like it so far (except for the newest hyperlane annoyance graphic) .. I completely recommend if you can afford to do so, buy Crusade. Citizens made the game Very Different, in a good way.

22 Replies 101,944 Views

I've thought about food being used as a trade item. The thing is, it is different than the other resources (which are used up completely on use). Food is a constant excess of food, so it must be consistently grown. If food is tradeable, it should only be with those civs you have good relations with, and if diplomacy drops under a certain point, that food goes back to the producer. Additionally, if the trading civ destroys a farm, it should subtract from traded food fir

2 Replies 23,087 Views

I disagree that they should be prevented .. after all, planet class can be improved with terraforming and certain ideology choices. However, some sort of warning (red text or some such) might be nice. Cities (and all planet improvements, possibly with the exception of 1/galaxy wonders) should also be destructible.

6 Replies 33,974 Views

Paxtons and Import/Export will still produce tourism income without researching the Tourism tech. The greater your influence, and the more hexes you influence which are connected to your homeworld, the higher tourism income you will make. There is no "activation" of tourism any more, they just didn't take it out of the tech description. Though the Port of Call helps greatly, if you will want to make really good tourism income (it will surpass banking and trading if you build

2 Replies 20,827 Views

I could see some sort of starbase upgrade automation being made an option, but I doubt I'd use it very often. While it can be a bit tedious to upgrade on larger galaxies with potentially hundreds of starbases, I like to keep resource and cash expenditures under my control. They can be pretty expensive.

6 Replies 29,432 Views

1. Minor civs have been nerfed in Crusade. Pretty much, you can create a trade route with them, or take over their planets. 2. Some citizen types (but not all) can be promoted to place them back in the global citizen pool. This will cost resources (usually Promethium, I think). They can then be transferred to another planet.

9 Replies 25,920 Views

Yes, they did have auto-repeat for planetary projects at one point, but that was the only way the worked. This meant that, as new terraforming became available, one would need to cycle through all planets to stop the projects. Additionally, this also auto-repeated garrisoning legions, which meant that if not careful (and very micro-managey) all available legions would be garrisoned on a single planet, with no way to remove them from this unwanted result. In fact, having an

25 Replies 134,693 Views

I'm pretty sure it has to do with the building being scrapped by another civ, not just the taking of planets. But I don't really know why, it just definitely happens fairly often.

26 Replies 165,363 Views

I very often get the opportunity to build extra "one per civ" buildings (Computer Core, Central Bank, Import/Export Center) as the game progresses. It has nothing to do with saving/reloading. I have assumed it has to do with civs (minor or major) being exterminated, and their buildings scrapped. This should be pretty easy to repro.

26 Replies 165,363 Views

The same happens with trade ships when a civ surrenders to you. It can be re-homed by visiting a shipyard and ejected, but usually I just scrap them.

3 Replies 6,987 Views