for what it is worth, I've seen quite a few crises, through quite a few variable states. I've gotten crisis managers, and have sometimes been frustrated, and sometimes elated, by the results. I suppose ymmv
AdamMG
right. It takes several turns. Crises are sort of a strange mechanic in all of this.
also, if you fail the space monster crisis, and don't have any fleets prepped, prepare to be devastated ;) It isn't terribly hard to beat the space monster, unless it comes pretty early.
it takes a few turns. Crisis part 1 appears, then wait for crisis part 2 (different choices). Then wait a few turns for crisis conclusion. Not all crisis conclusions provide a crisis manager upon success. A good overview of the crisis stuff is here: http://wiki.galciv.com/index.php/Crises and seems to be up to date.
For one, I can understand that this is a feature that might be difficult to make happen. It doesn't really bother me that it isn't there, new engine with lots of new cool stuff. Just in case this is actually something that gets looked at, it'd be nice to have the old relay point controls as well. "stick to fleet, auto-attack upon arrival" are nice options to have. I almost never use relay points now.
Agreed. The admin cost has been fixed in this way (e.g., a colony ship upgraded to a constructor no longer costs an extra admin). Resource costs should be handled the same way. It just makes sense.
Nope, not auto-resolve. In GC1-2 there was an option for a fleet to auto-attack, to automatically track down and attack enemy ships within range.
3.7 seems to have fixed the issue for me, I no longer need to baby-step my ships to the hyperlanes
I'm pretty sure this works as intended, in fact I like the mechanic. The only real "bug fix" would be making the tooltip less ambiguous.
This happens with Retribution 3.6 as well (haven't played synthetic with the new opt-in yet). It doesn't bother me much, as I almost invariably go for the next step up very quickly (12% v 5% all manufacturing is a nice leap) and it hadn't even occurred to me that it might be a bug until now.
Why bump this? It is gratuitous.
Negative thread necro is worse than commonwealth. Ugh.
A hypergate does not need to connect. Right at the top of the destination list is a selection for "none".
Hyperlanes work as intended, as far as I can tell. Warped space which allows for all fleets to move faster. Pathfinding is sometimes an issue, but for the most part, all fleets can use all hyperlanes. Note that you can trade for other civs' gates, to make new lanes. And you can redirect where your gates connect at any time.
I love the game, I enjoy the administrator mechanic, I think Crusade was the best of all the expansions, with Retribution being second. I cannot speak for being able to play Retribution without Crusade, but I imagine it is just a knee-jerk reaction, and that admins are certainly available. It is too bad people talk bad about this game without giving it a bit of attention. Are there some bugs or undesired features which remain persistent? Sure. But overall, great
Place a ship near that junction, you'll see the hypergate. Enemy gates (and starbases and shipyards) are not visible unless you have a sensor to reveal the area.
Frogboy mentioned that the Aid Research was nerfed to only occur on the planet on which the Tech Capital was built. It is intentional, not a bug.
Happily playing with my custom silicon race again :)
Awesome, thank you.
Thanks Ryat, I somehow missed that. I'm glad it has been addressed.
This is indeed an issue. You can trade for the techs in the Planetology branch, but don't get any of the benefits (extreme world colonization, terraforming). Makes it nonviable to play these civs. And I haven't checked, but it is very likely the silicon/synthetic AI suffer because of this as well. This NEEDS to be fixed. I've been playing since the start (not a founder, but got the game right away upon release), and do not generally complain about persistent bu
Ah, thanks Horemvore, I assumed incorrectly. Good to know the actual values used.
I find that income is more important than just population (though pop will create a nice income as well, so higher pop planets also tend to have better income). If the planet has a high class yet still a low population, and has a nice income already, it will potentially grow pop and have an even better income. Though, in practice, I do generally go for the home planet, as they already have a decent pop cap, and often gets the Central Bank. Distance is always a good thing.</p
yes, the +2 are for adjacent tiles only.
Just my 2 cents here... the initial path shown is not necessarily the path the ship takes. It is recalculated every tile-movement. Even if the path is shown as such, which I have seen, the ship will often, on actual movement, use the hyperlane correctly. But only sometimes, not always.