Can we go please check if synthetics can colonize all worlds I am away from the game but I was hoping for this to be fixed upon my return. Extreme colonization has been missing for some time.
ForgottenSlayer
It is tiresome to remember to do it with each colony founding. Makes more sense as a toggle on for developed worlds. I am however thankful they made projects repeatable.
.2 seems fair. It is much more difficult to raise cash these days.
Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922 Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income.
No worries I’ll wait for my “friends” to colonize them and then acquire them.
I’ve never modded this game and I’m not sure how to do that although that would fix this. Even doing this wouldn’t fix my ability to colonize corrosive worlds
I think I found another bug, where I think the ”Xeno economics” research should be there is nothing it seems like there is a hole in the tech tree and unless I’m just stupid it seems as synthetic life are unable to use information oligarchy unless this is by design. This is the third government I use on my progression path. Also im ignorant of coding / programming / game design but if the governments colony limits were based off of total number o
The first improvement provides 30% growth the second improvement “Xeno Medical Center” provides 25% growth which does negatively impact growth rate. Tested this in my game not sure if they were suppose to stack or if the numbers just need to be adjusted.
Galactic market feels about the same as before the expansion only difference is I am hurting for cash. Cash was stupid easy before but I feel like now double nerfs to tourism it has become difficult to aquire. Tourism did need nerfs but I feel it has been hit to hard. Always took at least one legion to build a transport ship. Well at least since legions were introduced from what I remember. Found the way to make cash it isn’t stupid easy as before bu
I’m growing and expanding in my game but I don’t feel like the galaxy was colonized yesterday while I was asleep. I think they really took the nerfs to tourism to heart I wasn’t positive with cash until turn ninety although I am playing carbon based life instead of synthetic. I think they wanted to suppress the method of mindless colonization of everything and reduce the absolute necessity of employing Col Rush
This is not a repeatable process I don’t know why I thought I could keep researching it. I mean how overpowered would that be. Really wish I hadn’t made the backwater into a construction powerhouse. The more you know
I hadn’t played with your mod yet but it looked interesting. Thank you for the work you did I was looking through the list of bug fixes and changes. Loss for the community this is.
So the opt in patch fixed my traits on synthetics. However I still only have the first terraforming technology. I am blocked from the rest of the tree unless this is a nerf to synthetics which might be fair I’m unsure if this is intended just let me know I’ll start checking to see if I think it is to much. The increases construction cost I shrugged off easily although coupled with the reduced tourism income maybe this is about right. The tech tree is a
I was also locked out of advanced colonization methods as synthetic.
I think synthetics might be overpowered. I think and easy fix is to remove immigration from them. Thoughts? Nvm since synthetics have no growth it doesn’t do anything 😉
I’ve never had this happen to me what races are you playing against? I’ve played of numerous difficulty levels and against many different races. Also I believe there is an option to turn this off I don’t think I am playing with it selected off I’ve just never had it happen.
I’m off for fours days after this drops. Gonna use my sick time well.
Was anything do to reduce carrier power or were they left alone? I am gonna buy the game but moving carriers to closer to the beginning is the biggest thing I am worried about. I do not use them in my games unless I got rushed and then I try to limit it to one maybe two carriers because I just find them so ridiculously overpowered.
Are you being serious right now? Because if you are that is like saying how “Taken” promotes sexual purity. although I agree I would love to see some bug fixes or at least some clarification. If refinery world’s are suppose to give 5 of the resource upon colonization. And if cities can be made destructible without editing the XFIN file or whatever that is because honestly I don’t feel comfortable doing that and it is incredibly vex
I use a larger map than recommended but I lower the player count and the game seems to run fine until near the very end when it slows down a bit but it doesn’t crash. I’m fine with the slow down because I selected this large map against their recommendation. Just be mindful they warned us not to stress our systems but people do and then QQ because the game crashes.
The above ideas are fantastic. I am however ignorant to how difficult these would be to implement. I would like to add two things. First I would hope if Stardock does enhance the combat they leave an auto resolve option for when you know you’ve won you just have to play the remaining 150 turns to “win”. Second the prospect of carriers scares the living daylights out of me. They are so damning I don’t use them unless the AI rushes me 2 turns after
I had this bug on my last game and what I started doing was making sure to save before every invasion while tedious it did allow me to finish the game.
I’ve never had the AI fail to out colonize me this is the first time I think I might out colonize them on the second to largest map with only 7 players total. I agree with the difficulty bump suggested. But yes the AI needs to use their ships from the government as something other than scouts.
When I settled these worlds I didn’t think I was getting the +5 promethion. These time it was one of the first world’s I settled and I am absolutely sure I did not get it. Sorry if this bug has already been reported. Has anyone else encountered this? I am currently playing v 3.2 without any mods. I am also able to build max population on this world at least according to the tooltip.
I usually see them but sometimes I don’t it won’t let me place them on the edges but I can in the middle. Not sure why so now I just save before I invade every world if needed I can just do anouther invasion and hope for better spawns not sure why it does this though.