I for one am glad to see the repeating projects go. Sometimes I'll need to requeue for a planet, but for me, it was more of a pain to cycle through planets which are on auto-project once I get a new tech. Having a button for that would be optimal.
AdamMG
I love the way Tourism is balanced in Intrigue. It is powerful, as is a Central Bank, and money can always be spent.
yep, it would be nice if they at least turned auto-build off by default, if they won't let us set it globally. This has been a request since the very beginnings of the game.
this has been brought up ad nauseum. The Shopping Center, despite being still an icon in the tech tree, is NO LONGER AVAILABLE TO BUILD. deal with it.
I had to verify files to get Intrigue to install .. I'm sure it will be faster for those not impatiently awaiting the release date :)
To add in, yes it happens all the time. The AI respects range and FOW for all but freighters. I would not go so far as to say they "scout" with them, they have sensor range 2 (default) but they always go for long-range planets (which they should not know about), and revealing the FOW along their paths.
I believe that tourism is overpowered, currently, as well. The whole wealth mechanic (along with taxes) are being overhauled and balanced, which is to be expected in an open beta. I super-appreciate the market centers taking wealth, and giving approval. Brilliant.
Planet class is still pop cap, as in 2.8 I do find food to be much more scarce now, so I'm taking better advantage of city adjacencies to hit pop cap. +2 from AL is quite nice. Don't forget that the Aquatic civs still have their Hydroponic Farm (+3 +0.1/adj ) which can be built anywhere. I often destroy AL as aquatic, once I get the tech, unless I need the AL's adjacency bonus.
If you have 30 Pragmatic points, and the next Pragmatic ideology costs 30 .. and you don't take it but wait and get a Benevolent choice in the interim, the Pragmatic choice goes up to 40 point cost. You still only have 30 Pragmatic points, so it is no longer available. It is very logical and easy to follow, in my opinion.
It seems to me that the planet limit is a soft limit, not a hard one. You can have N planets without governmental unrest, any more than that and your citizens will complain that they are not being represented.
That is .. definitely Spring :) I am very happy.
I do not agree with you. It is a completely different mechanic, now. I have started many games, with different racial options. I have gotten a home-planet and my second 2 with no food. Priorities shift now. How to direct my economy? If you think it is too easy, go up a difficulty level. The AI changes have made me go down one, just to learn new mechanics. if you still want "free food" go aquatic. Hydroponics can be built like old
Shopping Centers, while still on the tech tree, are no longer allowed buildings. Market Centers are 1/planet, and give +1 approval adjacency... and basic approval buildings give +1 wealth adjacency. So it does balance somewhat. In addition, the Bank (used to be 1/civ) is now 1/planet (spread the wealth).
can a black hole be "plunged"? Or will the black hole plunge you?
I usually wait for guarded anomolies until I see quite a few of them .. since they are saved for me :) I would love if they fixed that, but it does seem a low priority. Glad to see you posting here again Horemvore.
This is a good question - some buildings cannot be destroyed, but arable land can be destroyed by the player, so can invading legions destroy them? I think there are buildings that legions cannot destroy, but players can, I remember noticing that a couple of times. Otherwise, if there is no other means to produce food, planets with arable are even more important (especially once upgraded). My guess is no, as I have not seen a "build arable land" project yet - t
The maps seem a bit smaller to me as well.
wow, this is very detailed, and I have seen the same sorts of behaviors. Especially with the trade ships. it also explains why I do much better with my synthetic custom races than the AI does.
I don't think they will be changing that. Frog said as much. It just takes some getting used to, really. Most of the time, once I finish up with my fleet orders, I want to go to the designer from the shipyard screen directly anyway. And if I just get a tech and want to design new ships immediately, it is one more click, a bit annoying, but whatever. Honestly, I'd be going to shipyards anyway, after designing. the rest of the improvements, in my experience
I don't normally like synthetics, but with the new mechanics I will take a look-see. The tax thing might make sense.
agreed, however I'm still disappointed by no further words about the Korath and Drath coming back, which were originally promised in a DLC. Hopefully, Intrigue will include them
Link to beta info I just started playing the newest beta this morning, and have been pretty busy all day, so very initial thoughts. New food mechanics now feel like "excess food produced" rather than "food that we magically make". Planetary influence seems to have been buffed to a level appropriate with starbases. Tourism is a brand new mechanic, under the hood makes sense, an
It would be nice if we knew about the beta on Stardock's own forum. I wonder why they don't post that info over here?
only 10 will fit in each slot on the Govern screen, so you can only have 30% (60% with leaders) total global research (for example) from citizens. Most of the time you can transfer them to planets and/or promote, but it is really annoying if there is no E. Pollen around, and you already have 10 administrators. But there is no hard limit on the total number of citizens in general.