You are the one who said there should only be one resource in the game, dude.
AdamMG
I go to wars over Epithemius Pollen. An extra 4 admins per Admin Citizen? Hell yeah. I'll also war over Monsantium, if I'm playing Aquatic. Farms everywhere, planets populate faster to max than Robots. The biggest sticks are Durantium and Promethium. Though I've played games where Antimatter and Elerium are the key, with high logistics, lots of miniaturization, and small ships. One resource? Go play another game.
For that matter, and FAR more important than the MC adjacencies, I'd love for synthetics to have at least one minor building that used population boni
Just to note, I am not happy with all of the adjacency on all of the buildings. My pet peeve is the "social construction only" .. for which there is pretty much only one standard building (barring Slavers) which can take it. I wouldn't care if they had kept Market Centers the same, and I don't mind that it was changed. It is just ... shoot. How long since dude keeps calling it a bug? And randomly comes back on to cry to the forums a
it does kind of annoy me that people complain about "not enough admins". Even in huge universes, so long as I can get my hands on some Epi Pollen, there is no shortage of admins for me. Depends on play style, I suppose. But if you want to have so many Scientists/Economists/etc that admins are a shortage, I suppose that is balance.
[quote who="admiralWillyWilber" reply="21" id="3781952"] Didnt see this before. The change came from players, and ai making a million credits per turn. I do agree that I would like to see another solution than having adjancencies that are different than the building type. [/quote] meh, the synergy between econ and approval works out. +0.25 up to +1.0 (depending on approval building) per approval adjacency means one can have both
[quote who="rap33042" reply="19" id="3781899"] Your focus on the "bug" semantic is getting ridiculous. Let's move on, shall we... [/quote] Agreed. Just because you don't like a change that was made purposefully (along with many other changes in Crusade which changed what came before) doesn't make it a bug. At this point, you are just whining.
You aren't missing anything. What you see briefly is the last notification .. from last turn .. which takes a sec to refresh. Yes, it is still a slight bug, but there are no notifications you are passing by
personally, I just use a starbase. Administrators are almost never an issue for me (citizens work), and min-maxing econ/influence bases is something I never do. And yeah, if I don't get it, the AI will. And to me, planetary tiles are far more valuable than that 12th econ starbase. I don't believe you have EVER been able to place mining and econ rings on the same base. (edit) also, single resources are totally worth it to me. Every Durantium counts.
if the civ played is a villain of Star Control, it makes sense for them to be Malevolent by default. I also only play custom civs these days (and usually only against them too, I have plenty). I don't have that DLC, as the first Star Control DLC annoyed me (it is the only DLC I have deactivated), but it does make sense for them to be hard-coded as Mal.
Crusade is well worth the price, imo. Best expansion for GC3. But not for everyone, I suppose :)
I notice on your screenshot that the population is 3/15, while the planet class is 16 (so pop should be 3/16). This could be another symptom of the strange bug you have... just calling attention to it for debugging. Fortunately, synthetics work correctly for me :)
Not certain if transports act the same way. They do allow for the same "long shot come back" as colony ships, but do not count as population. I'll have to test to know for sure.
it is indeed from colony ships, they do count as population, and I come across this quite often. Sometimes I'll wait for them to beg for peace, turn it down, and then offer them peace and all my tech for all their left over colony ships, and as many starbases/resources as they will give. Once they have no colony ships, they have no population and are truly gone. I consider it the spoils of war.
Glad you got what you wanted for the best price. I've gotten almost all the DLC in bundles as they pile up, and have spent a lot of money on this game. Most of the DLC are worthwhile, imo. If they do a Founders thing on GC IV, I'll definitely be going for it.
For the record, you can steal techs with espionage. I've even stolen a tech before my spies reached Ultra once. But there is little control, just place your spies and hope. If espionage were to be improved, it would be nice to have more control. But this will probably wait for GC IV
Looks like they went the way of the old pinball machines. Bigger scores look better, even if they mean the exact same thing. I don't really see the point.
Other things to possibly look at: How is your population (main source of raw production)? Are you creating good focused adjacency hubs on your planets? You mentioned all your citizens are leaders, but what about administrators (for more colonies / starbases )? I love leaders, but they only become really useful when you have a lot of planets. You get more gain from putting a scientist (or whatever) directly on a planet, for a 30% bonus instead of 6% per planet,
It is actually fun to attack the civ with the highest rated military with a teched out fleet, and watch their graph plummet. :) Getting their planets isn't too bad either.
it is because you have 15 ships. Military rating has to do with overall attack and hitpoint values, not the "untouchable" status of your ships. Most likely the AIs have a lot more than 15 "paper tigers". You may actually be in the lead, despite the graphs. But, if you aren't having fun, play something else I suppose.
Tourism is FAR improved from when it was first adjusted for influence hexes (originally it was just arcane, and made no sense). You had the ability to build the Port of Call on every planet. Very very OP. I still find it to be pretty powerful, if played correctly, but nowhere near how it used to be. However, I will agree with you on the 1% GrossIncome bonus. I don't care about it at all. Later buildings which give 3-5% are useful, but I'd love some sort o
Glad I could help.
The switch to 0.01 was made a few updates ago, along with the tech paths and buildings to increase growth (hospitals were already there, but not the flat growth/reduced happiness path). It was intended to make population growth a decision (in terms of research and buildings) rather than let all civs grow fast together.
Adjacencies: Building up your planets is how to improve all your numbers. Each building has at least one "type" (Social Construction, Influence, Wealth, etc) as well as (usually) at least one adjacency type. What this means, is that the buildings work in synergy. So, for example, a Space Elevator - provides 1 All Construction - provides an additional All Construction for each incoming All Construction adjacency - provides an All Constr
Tourism: I'm not certain if the numbers are exactly correct, but this gives a rough explanation of tourism. The idea is, that there is a lot of space traffic going on through all influenced hexes. Tourism buildings will attract this traffic, where they spend money on your civ's cheap plastic souvenirs. So, lets say you have a total of 100 hexes of space in your influence. Only 60 of them are directly connected to your home planet (40 are disconnec