Other than Generals, those little red buildings (I don't remember off hand what they are called either) are the only way to gain new legions. They go into the global pool, and may be used to garrison (no way to get them back, they are stationed on that planet until they die) or in a transport ship. An interesting thing, and I think it is a bug - when the transport ejects from a planet, it only asks you how many you wish to fill it with, if the number of legions remaining is 1.&n
AdamMG
It seems so :) Thanks Stardock (crossing fingers)
I am tentatively in favor of the idea of using food as a valuable trade item.
Keep posting bdtgazo, you have good questions and good observations.
[quote who="PaulusMaximus" reply="1" id="3708190"] I like the way you think Triple_crown. [e digicons]:grin:[/e] the idea itself's awful, but I'm on board and so should be everyone! naw, actually there could be a way to attain something akin to that description. perhaps, instead of 26 resorce types, craft each of the existing types a few variants, for ex, Triple bond durantium, depleted Elerium, Megacharged anti-matter... FAKE-durantium! Lud
I was hoping for more DLC to account for this, as only those who really wanted the LUDICROUS experience need to pay $5 extra. Alas, this is not in the foreseeable future.
(indeed I am fellow aquatic, my favorite race is aquatic slavers, so first contact is often delicious) Regardless, I trust Frogboy to make any new mechanics both fun and strategic. If it were not Frog and Stardock, I'd maybe be worried. I'm prepared to wait for several patches until it is balanced correctly.
Just off the top of my head, from memory: I do not always planet rush, and often take the second planet in my system, especially if playing Xenophobic. Or if in a large universe with few stars/planets nearby. I find the initial population/productivity boost to a single system can work well for a starting game, and I can then use less citizens on Admins right away (usually, but not always, focusing on early research citizens) - though I do make quite a few const
I've personally not had any real issues with the food system as it stands. I like to play Aquatic a good portion of the time, and the long road to awesome farms is a nice part of the challenge. On the other hand, if there are to be limited tiles which produce food from the start, and only these can become farms, it seems that food will become a lot more strategic, and that is not a bad thing.
On the ship design screen, the last tab is for fleet-wide (except for the thulium hit-point thing at the very bottom). The tab just to the left of it gives boosts for individual ships (as well as sensors and range). These components are unlocked with techs, the weapons are on the augmentation tech path. You can get speed boosts (from propulsion techs), faster repair (engineering techs), etc - all fleet-wide boost components are on that last tab. When d
Good guide. To be fair, I don't necessarily agree with all the advice (depends on my starting position and civ traits), but most is pretty solid, and is certainly a great starting point for new players.
I doubt it. It was fixed for like a weekend, but then reverted. Very annoying. As a random guess (which might be very wrong), I'd say they have a duplicate key somewhere in the database.
I hope your health is doing better. Glad to see that you are still planning to finish up on your mods. Hang in there :)
One other thing. Asteroids do indeed decay - but always give a minimum of 0.1 raw to its planet. One thing to keep in mind, once an asteroid has been mined it will automatically give its production to the closest planet by default. If you gain a planet later, which is closer to that asteroid, you can reassign it to the closer planet for less decay (and perhaps a well-needed boost on your new planet).
I believe it is possible to get 3 times from ideologies (I'd have to double check) - 2 malevolent and 1 benevolent. Also, some races get a bonus terraforming tech (robots do for sure, there is another trait which gives a good terraform tech, but do not remember which one). The numbers of cities you'll need depends on the adjacencies. For a class 23 (all terraformed out) on a home planet, you could get away with 2 cities fairly easily, with proper adjacencies (5+3+3 with +1
A ship will not enter sentry if there is an opposing ship already in its sensor range, as well.
Influence has been one of the most changed aspects of GC3. I used to build planetary influence buildings, but now they are worthless next to a single influence starbase. And now econ buildings give a point, which still feels worthless on a planet to me. I'm not sure of Stardock understand the influence mechanics themselves.
When I end up with multiple low-class planets (which I take for at least the basic 3 pop) I go for the terraforming techs more quickly. This increases planet class (thus max population) and can cluster adjacency boni early-game.
I like the idea of new planetary classes. Will the Silicons have any planetary advantages over Carbons?
agreed that it is sometimes very beneficial to change the ship role when saving the design - usually, I have an Escort or Capital try to become Support, so I change them back.
there are also guarded anomolies in the Precursor Worlds DLC, they are much more difficult than the original ship graveyards, and their benefits reflect it.
One of the biggest advantages in the game right now is increasing your population. Torians are aquatic, which means that they get amazing Hydroponic farms instead of Xeno farms, but the technology is further down the tech tree. Getting farms (thus cities) is more difficult. However, aquatic races also have the best research facilities. Usually, when playing aquatic, I go for the basic lab buildings to jump-start my tech. Then I go straight for the H
This is a beautiful trailer :)
Regarding fleets. Augmentations do stack. So with (for example) 20 logistic, you can place 2 medium and 5 small ships. If each of those small ships boosts kinetic damage by 10%, your medium juggernauts do an extra 50% kinetic damage each. Just make sure those boosts are fleet-wide, or they only affect the ship they are on.
Glad you are getting the hang of it - agricultural worlds are great. If you get around to Farmer citizens, they will help quite a bit on these worlds. Don't over-worry about your tech gap. Weapons techs are expensive, though weapons augmentations are cheaper at the start, so stacking a few small ships which boost your damage or recharge rate, along with a heavy capital, can make a huge advantage.