AdamMG

AdamMG

Joined Member # 6817027
20 Posts 588 Replies 684 Reputation

I have had 3rd party spies on conquered planets a few times, but they were always present on the planet screen. Annoying that I have had to counter spies which were not aimed at me, but I consider it the price to pay for conquering. It does seem odd that it is not showing there for you.

2 Replies 7,619 Views

Select a building from the list, and click on the tile. The tooltip will give the building's stats if built there. Easy as pie. But yeah, the colors don't match the function now. So it is a Research bonus.

7 Replies 25,071 Views

I've recently been playing with rare habitable planets, and the arable land has been hit or miss. With plenty of planets to colonize, I've not had a problem. When there are few arable tiles, it is certainly more difficult, but not impossible, to gain a good production base. Usually I'll build culture starbases when I have few farms available, so that I can take advantage of asteroid mining.

14 Replies 46,949 Views

Your home planet should get some tourism from the beginning. The tech allows the Port of Call to be built one/planet, which gives 1% of total tourism. Low grav planets, and the like, are adjustments to the percentages from the PoC or your home planet (e.g., 10% of the 1% from the PoC, which is 1.1% of total influence tiles' tourism income. It is all a bit confusing, the way they have it written. Basically, you should be getting at least 1% (+/- other percentage adjus

11 Replies 28,189 Views

The AI's seem to think it is a resource, so constantly build around the Bazaar. There is no benefit unless you want to buy one of the bases from them and deck it out.

1 Replies 16,567 Views

Ha, I use the "secret method" all the time. Until it is fixed (maybe it takes N turns to change capital planets) I will consider it cheesy and very useful.

30 Replies 94,746 Views

I have come to believe that it does give some small amount of research. If you get it early game, it actually might complete a tech. But that does not scale as research costs inflate, so the 50 points (or whatever it does) barely impacts the tech you are researching.

1 Replies 4,123 Views

If you go to your home planet screen, and use the left arrow, it will show the last planet you colonized. If you just got Brindle's, the last colonized planet will be that one. Note its name, and then locate it on the planet list to get the map to center on it. Kind of a pain, but it does work.

13 Replies 69,034 Views

I once had 3 Central Banks by turn 20 or so. Ended up placing my econ capital adjacent to all of them. I suspect it has something to do with an AI building and canceling, or destroying, said wonder. 1/Civ, if 1 civ fumbles it is up for grabs? edit: for further clarification on this issue, I have gone through games where I'll take over several Minor Civs all at once. Sometimes I'll have 4 extra Computer Cores within a couple turns. I

91 Replies 422,379 Views

To point out, one bug that actually was game-breaking for some, was fixed very quickly and is in the 3.02 opt-in (AI range bug). I guess I'd like to see the weapon graphic bug addressed, but it does not change the actual game-play at all. (edited for version typo)

27 Replies 1,026,732 Views

ah yes, I've seen the negative D as well, building both legions and synthetic pop, though not a big deal for D as it will replenish food is not a resource like D or the others though - it is static and global and only needed to BUILD a city, not maintain it. I don't mind negative food not having a penalty, I do agree that it would be a cool addition. think of it like this ... cities are always self-sustaining when built. The population buil

10 Replies 53,981 Views

Regarding economy .. they do have a rather cheap planet project (strip mine), and the ( +25% + 0.3 raw per level ) per-planet buildings ... not to mention Tourism playing such a large role now .. I do not see it as an issue

10 Replies 13,870 Views

In my opinion, Synthetic races are better than ever before. I play Intrigue, with all DLC. In the version I play, there is only one tech to increase population, early on and cheap, so long as you have D and P. Mining those is crucial to the success of a Synthetic race, and while pop is "capped" at planet class, using colony ships to overpopulate does not result in negative population growth. They are stronger now than ever.

10 Replies 13,870 Views

Frogboy, for the record, the bug I was concerned about is apparently fixed in 3.02 (about to test now) thank you for your attention and a great game

27 Replies 1,026,732 Views