I use the old school method. I write down important locations with notepad and a pencil. LOL
Moser_Alchemist
"One trick for your colonization endeavors is to load only 1" Or 0.5. :)
"It will then colonize planet with 0 population." This happens when a colony ship is built at a shipyard assigned to a planet with 1 or less population. The ship launches with 0 population. It seems that only the presence of a colony module is checked when trying to colonize. Players can do the same thing.
Seriously, 1 Promethion and 10 Durantium to build 1 synthetic population. :(
To problem with a strategy guide for this game, is that the best strategy depends a lot on your race. ie A Scavenging race like the Snathi should build a privateer ASAP. A scavenging privateer can "acquire" colony ships, transports, constructors and small warships with no penalty. The synthetic races should build population, when ever possible. The 100 population cap with no morale penalties is very powerful. Since 1 pop point
Update: Download finally finished. It felt like dial-up deja vu. LOL
"Maybe that's why Steam is showing me "Updates queued" but won't actually do the update even when I click on "start download now". I'm stuck too. No download prevents game from launching. :(
Another solution, would be to have a unique synthetic building that produces 0.1 of the required resource that can be upgraded 1 or 2 times later in the game.
When playing synthetics, colony ships with 0.5 pop, is the way to go during early colonization.
"Why do I have to conquer a planet to get any idea of what's on the surface?" This is one area where Crusade is superior. If you have a spy, you can see the AI planets by clicking on "place spy". You don't actually have to place the spy at this point.
"Does planetary morale have any effect" Nope I'm afraid that many of us haven't played the base game since Crusade came out. So it might be hard to get help with the latest version of the base game. Sorry. :(
"1. As Rhonin said, Diplomatic Corps should be 1-per-Player. 2. The AntiMatter Power Plant should likewise be 1-per-Player, but it needs downrated a bit. Maybe +3 instead of +5 for adjacency bonuses and give a +1 to Raw Production." I humbly disagree. The game is better with these as 1 per galaxy items.
"Crusade 2.5, 2.6, or what? It might have gotten broken in 2.5." I've never gotten it to work for shipyards.
"I thought that if you docked at a starport, then when you ejected the transport you'd get a chance to reload legions." I've tried this and it doesn't work. :(
"Thanks for the reply but that really didn't answer my question." I guess only Stardock knows that answer. My reply is how to get around having all those partially loaded transports.
I'm in the turn based camp. I like playing games at my pace not the computer's. :) My wish list item for Stardock is that they take what they learned from the Elemental games, and apply it to a alien planet strategy game. I still go back to Alpha Centauri, warts and all, and play it every couple years for a game or two.
I usually don't bother trying to reload transports. I usually put them on a planet when they get depleted and decommission them. Any legions left, re-enter the pool and I build new, usually better transports. Note: Its usually faster to move legions by decommissioning transports from old wars on the other side of the galaxy from the current war, then to move them across your space. I build new transports on the current front line with the re-pooled legions.</
"There's no reason that the sides shouldn't wrap for adjacency." There is no reason that they need to either at this time IMO, since you don't control legion movement. If Stardock, sometime down the road wants to make planet warfare with actual infantry, tanks, etc, that you manually move, then wrap around would be nice. Star General had hexagonal space and planet warfare over twenty years ago, so its definitely doable.
Nope, I've seen double resource planets before this update.
"What's the best way to deal with ship repair." For Large or bigger ships, I usually "upgrade" to the cheapest new design. Upgrading produces ships fully repaired with their experience intact.
"To clarify, this means that each ship uses -1 logistics slots, and the players gets +2 total fleet logistics, correct?" Yes for this example. Depending on adjacent buildings, you can get even more free total points
Actually they are two different things. The first is the reduction of a ship's individual logistics (blue icon). The second is the increase of total fleet logistics (green icon).
List in no particular order: You take advantage of the high population cap. More population=more raw production=more income. Also you can strip mine for quick cash too. The production overflow can be accumulated, until you can build items that require a lot of production in 1 or 2 turns. Don't bother buying starbase modules early except for mining modules and production modules on homeworld planet(s) Buy asteroids as first priority.
Are you playing a race with Certain ability? One of the perks of Certain is that it gives you 100 research points every time you choose an ideology pick.
The planet's influence radius will slowly increase as the planet's influence increases. It should be noted that asteroids, that are already mined, will slowly exert influence too.