quick basics: Raw Production - gained from planet capitals (base and adjacencies), population (1 / pop), asteroid mines (0.5/mine as of 4.0, adjusted for the distance from planet), and some buildings. Raw goes directly into All Construction, Research, and Wealth as a base number. All Construction is further split into Social and Military production (both get the full base value of All Construction as based on Raw). Buildings will add both flat amounts to each of th
AdamMG
many changes in updates will not work in older save games, though some will. I generally just start a new game with new releases. Though I've been playing another game lately, so have just barely started to see some of the benefits of 4.0 with the planetary DLC.
[quote who="Horemvore" reply="15" id="3778385"] Why sorry at me? I missed a patch note for market center is all, and thought it was a bug, I prefered it the old way and have always had it the old way. Everyone misses information now and again. EDIT: Yeah really confused as to why that is directed at myself. [/quote] Your response never bothered me personally, but it did prompt me to find supporting evidence. Hopefully Trims2u will admit th
[quote who="trims2u" reply="10" id="3778177"] It's not working as intended, as that would require an indication thereof. There's no indication whatsoever that this is some kind of intent, and it makes little sense when - as indicated above - literally EVERY OTHER of the 5 don't work this way. The tooltip text is: "Increases a world's gross Income." For both MarketCenter and ShoppingCenter. </
[quote who="Horemvore" reply="5" id="3778040"] Love how everyone literally misses the point and probably the reason why said things never get fixed. [/quote] There is no point to miss. I disagree that the Market Center adjacency is a bug at all, as it was clearly changed during an update. It makes sense to me, and others. As far as the Mercenaries, yes. They should be rebalanced. However, I don't see the +5 raw to be all that overpowered. 
If it works as intended, it is not a bug. You don't have to like it. The fact that the market center has synergy with entertainment buildings, which are tied directly to taxes (so yes, money) makes the adjacency make sense to me. It is designed with a bit more subtlety than a straight-up percentage bonus. (edit) in fact, when they took the wealth adjacency off the market center, they changed the Colonial Bank from 1/civ to 1/planet. This more than makes
in other words, move that ship around, make a planet rock, and when all planets rock, park it at your best.
so this is what you have to complain about? I appreciate the difficulty of placing market centers to maximize both wealth and pleasure boni. +5 raw is not that big, if you are good at making a planet rock. Just a nice boost to the early development of that planet.
This never ever happens in any of most people's games. I'm sure it is some strange thing, if you can get them a save game.
Prior to 4.0, shipyards and starbases updated once improved. To be more specific, a mining starbase would immediately update the mined amounts immediately after building a mining improvement. And a shipyard would immediately update "turns to build" after adjusting the sponsor list. There is a trade-off. Also prior to 4.0, planets didn't properly reflect updated stats after rushing buildings, and now they do. I like that about the planets. I would also lik
UP doesn't meet until one of the main civs meets all the rest of the main civs. Freighters and medium hulls are unlocked by technology. Expand the tech tree on the research screen, and scroll over the techs to see what they unlock.
there is a population path for bios.. it helps with pop growth over time. For the robots, it is unlocked with planetary improvements. Agreed, documentation for this game sucks. Just ask away. Most people here are kind to newbies.
oh, yeah. And aeroponics. Why? Just go watery.
Also, if you are interested in alternative feeding methods: other than mechanical (no food, ever, just social production) there is silicon (cities give higher bonuses, but gain lower bonuses, food not needed, instead P) and my fave, aquatic. Needs food, but can grow it cheaply anywhere. Easy to beat those wired scum when we populate fast, and research better than anyone.
Yor (and other non-feeding lifeforms) are extremely powerful, if you let them get that way. They have decentralized research, and so long as they have some mining bases, far better population growth than bioforms. events with approval ratings are merely proteins sharing juices. This can be eliminated.
They are basically surrendering to you, but with the surrender option off. It is optional. They are asking you to put your resources into killing them, even though they know you can, because they think it will weaken you, and their part in taking you down gives them honor. Fracking aliens.
Even more OP is Xenophobic combined with the Kryniac Temple path. 100% taxes early on, with super influence (the -95% Xeno malus barely disrupts total influence domination). During the current isolation, it isn't bad to sleepwalk through a large universe for a while.
the original administrator gives 4, and sits in a governmental seat which gives one more. Once promoted, this administrator gives up his post, removing one administrator from the pool, but giving 5 more. If you want to bitch about this ad nauseum, just find another game. There are lots of UI bugs.
[quote who="dfriedman" reply="2" id="3772024"] if that were the case then promoting a general should only give you 4 legions but it gives you 5. [/quote] Not true, for two reasons. (1) promoting a general does not retire that general, (2) generals give bonus to resistance, not legions
That's interesting. I have bad luck with carriers (they all come out pretty much the same), and if I have to just use the auto-created ones, that would be annoying. I have found that, if I research Lasers up through a decent non-Elerium level, and ignore Missiles tech, I'll get laser fighters. I assume it is because it is the most lethal non-resource weapon. But they are always still guardians.
From my experience, if the cost of a resource goes under 1000, that means that there is one somewhere in the galaxy. I believe the market gets half the amount produced anywhere in the galaxy. 1000 means (I think) that one was upgraded to produce in the first place, and that first one at 1000 is "free". The next price down is 850 (I think) which means that 2 have been produced somewhere. I might be wrong about some of this, but my experience seems to back it up.
It is annoying that some resources are blocked out in some games. But I have used the above mentioned mod (though not for a while) and when I used it, it worked perfectly.
it actually would be a good idea, though. I have to often move my mouse around to get the tooltip out of my way.
I like the idea of immunity from pirates, as a new trait. It gives a sort of ambient defense in the early game. I'd give them that, and Traders (obviously). To keep the trading important, I'd lower their influence and tourism. And give them bonuses in economy, resistance, and (of course) trading. Just some initial thoughts, for priorities I'll need to give some more thought.
yeah, just a nice thin inner border to show that it isn't just an outline would be nice