I'm not even sure how I could trigger the specific event to happen in my territory on cue. It was just random chance that it happened where I could see it and interact with them directly. First time in over 1,000 hours of game time for me.
EazyWin
I disagree regarding the game forcing people to pick 1 ideology. That by its very nature limits freedom of choice. Not only that, but different players value the choices and their placements differently based on how they play. I typically will pull from all 3 trees because I only find about 1/3 of each tree applies to what I am trying to accomplish in my games. Heck, even in the User Manual it recommends mixing and matching ideological choices to make your own style. Granted, that was back wh
In this case, the notch is quite a large difference. I typically play on Genius, which gives the AI 8-10 moves around the time I make it to 6. On Incredible, the next step up, it's 14-18 moves at the same point. Coupled with the demonstrated AI ignorance of the range limit (addressed in other threads) and the tendency for multiple AIs to "flow towards the player" when colonizing, it can result in an Excessive or larger galaxy feeling very cramped in a much shorter time frame than many would e
As the title states. In my current game (latest 2.8 update), the event placed them next to one of my planets that was formerly another civ's capital. The next turn I checked back at that location to see what their ships were doing (they turtled at their planet), and I noticed the tooltip showing that my culture was affecting their planet (55.1x, 0% rebellion, normal in that regard for a newly colonized planet in an established territory). And the turn after that their planet was mine with no
FWIW, I really like the "Odyn" Obliteration Dynamo and More Dakka Hyperdrive: SBI (SpaceBalls Industries) G0N-2-Plad - high level hyperdrive, would be amusing if the trail effect was altered as well Weapon Amplifier: Illudium Q-36 Explosive Space Modulator - for missile weapons perhaps? I'll try again when I feel more clever.
Actually, Sycloness is correct. The trait you put points into goes up by 10, the other 2 by 5 each. So if you have 70 points to spend in both Benevolent and Pragmatic, and choose the Benevolent trait, the Pragmatic one goes up to 75 and you will have to get those additional 5 points before acquiring the Pragmatic trait.
[quote who="iRedEarth" reply="58" id="3704143"] Quoting EazyWin, reply 55 The second is trickier. I suggest keeping farms as improvements, but basically turning them into little superchargers for the city engines via adjacency bonuses. The base farm would have the +1 pop adjacency and a +0.1 to growth. This would probably
It is his signature, Latin for "I shine, not burn" according to Google Translate. Also, while I agree with the underlying point of your original post, the tone of it made me cringe. Calling the governor system horrid and the UI horrible in the title makes it less likely that your point will be acted on, because the way that it is made will invite conflict and a defensive posture from the devs. Perhaps you thought that being polite would result in your voice getting lost in the crowd,
Thought about this at work yesterday, and I'm actually in favor of eliminating food as a resource. I say that as someone who likes the current system, I beeline for Bread Basket worlds almost as hard as Precursor worlds because building agriworlds is fun to me. But I understand the idea that teaching the AI that it wants farms because it wants cities is hard (I'm not a programmer so that's about as far as I can go for that). So I'm in favor of getting rid of food as both a resource an
As far as removing the Peacekeepers in your current game, I think cheat codes will be the only way, like Old-Spider laid out. In regards to future games, you can copy the Peacekeepers_MegaEventDefs file over to your mod folder and change the weight to 0. This should keep that event from being chosen in the future. The advantage to this is that you get to keep the Mega Events you like, if there are any.
+1 for the FOW color revert. I don't usually get wrapped around the axle on cosmetic changes, but this one is surprisingly bothersome.
Did they do a pass on the adjacency bonuses for those? Social Construction only is very limiting in my opinion.
[quote] Nerfed several of the crazy Lost Treasures DLC rewards [/quote] Can we get this spelled out a little more? Curious as to which ones are considered crazy and which are not.
Load times were specifically addressed in a couple of patches. My comp is decent but by no means a track star and most load in less than a second. Even on the largest maps. Apparently a big part of this was only animating the movement of stuff that was on screen and reducing the number of unnecessary ownership checks for asteroids and such. There's more to it but those are the points I remember. AI warmongering has been significantly changed and overall difficulty have been improved i
+1 I find myself flipping back to to the technology tree at times to verify whether I already have the "ideal" choice before I acquire a specialization other than my preferred one. A color change or even just filling in the star would save some significant time for me.
I have seen it mentioned in other threads that abundant settings can count against each other in a manner of speaking. If, for example, you have abundant asteroids then there are less opportunities to have systems that can have habitable planets. Since there is indeed a large amount of uncertainty fudge (to borrow the phrase from another thread) for each setting, it seems like there is a wider variance in overall map generation than some people enjoy. I personally have modded in additional ha
Regarding tactical speed, I am unaware of it having a tactical difference due to the "simulator" simply driving the ships towards each other. It either takes a little longer or a little less longer. As it relates to jamming, that is a different story. As far as I know, the only real reason to put tactical speed components on is to try to stack jamming. As far as escort speed vs capital speed, the escorts will loiter around the capitals so I would think their speed is only an issue if they can
I believe the problem was written out in another thread... looks like it was the Beyond 2.6 thread: [quote who="zuPloed" reply="246" id="3693697"] Quoting starhunter83, reply 245 In the early game, cities aren't even available, and then when they are available, there is probably no food to build them and so the AI
Later upgrades to the farms make them +2 or higher per tile. Additionally, you can use the Food Distribution improvement for a % bonus on an agriworld. Alternatively, those isolated tiles on low class planets are good to use for farm tiles as the lack of adjacency bonuses make them less viable for research centers or markets.
Do you actually "lose" resources? I was under the impression that without a shipyard the planet would have more manufacturing for buildings. Is that just a holdover from the old planetary wheel days? I usually spend the first few turns searching for the bazaar to spend my starting credits anyway.
This is also easily my biggest issue with the game at this moment. Not enough to make me stop playing or anything, but I would love to see this addressed sooner rather than later. From my post in the coding extravaganza thread regarding the roles of the mercs: [quote who="EazyWin" reply="13" id="3688148"] Several should be re-classified as support (Hivebase One, Bitte, Erragis, Heptium, Gestalt, Sidrat, Compact, Lutitia, Linked Aerie) because they do not appear to b
[quote who="Frogboy" reply="84" id="3691498"] It sounds like the consensus is that we should stop making changes to the economy. Therefore, after 2.6, there will be no further major balance updates to the base game. All new work with go into the next expansion. If someone has a specific suggestion on how to properly balance the dichotomy between cities and factories this is your chance to do so. [/quote] While I sy
What I would like to see is a button set at the top of the ship list that changes the BestDefense to a SetDefense that the user can change. As someone who tries to research everything, it bothers me when the "best defense" (as determined by research progress) for the auto-built ships is anti-missile and I want to use kinetic defenses. I like the way the sort list is at the moment, where I can have a different ship model based on the weapons used, I just want to be able to have the computer ad
Couldn't the repeat button in the shipyard menu be enabled for these types of missions? That way you could have it on a per-shipyard basis as opposed to a global (universal?) default.
So far, the AI has whooped me twice. Even with dropping the difficulty from Godlike to Genius, which is a big drop. So I'd say the AI has improved a tiiiiiny bit. Also, it's not a new thing, but the Preparedness Center doesn't share adjacency bonuses with All Construction buildings, but other Ship Construction ones will. Is that intended or just a product of it being changed from a resistance building?