I believe its not twice the distance, but 50% more is gained.
TheBirthdayParty
I haven't noticed any scaling. Adjacency bonuses do not seem to affect ideology generation. At least if you hover the mouse over the building no increase is listed.
BotF was such a great game. Particularly after the memory leak was fixed in a player created patch eons later. I was thinking of the same game for item 2. A good idea would be requiring a trade route between your civ and the minor race.
Please stop resetting our options settings when you send us a new patch. Thanks. : )
Well done Logicsequence. The resurrection ship is perfect.
Its been like that for a while. Shrug.
I just double checked to be sure. To try what I did delete a farm on Shandoria, build a Preparedness Center in its place that turn. All sliders to social manufacturing. It should be built next turn. Two on the planet. Save game here: https://dl.dropboxusercontent.com/u/8971392/arf.GC3Sav
[quote who="Derek Paxton" reply="4" id="3552976"] Is this a planet you conquered? [/quote] Yes, on multiple conquered planets. These planets did not already have Preparedness Centers. I built them.
[quote who="Derek Paxton" reply="2" id="3552909"] If you started the game on 1.0 then you will still see the old broken value. You have to start a new game with 1.01 to get the fixed information for the Prepardness Center. [/quote] I understand the fixed information, but I'm not supposed to be able to build more than on per colony correct? Currently i can.
I'm playing a game currently where I am able to build multiple Preparedness Centers on planets. One has to be built first, then the next one can be built once the previous one has finished. Anyone else experiencing this? Figured I'd ask before submitting a ticket.
Hah. Old post. Good to know. We going to get a list of items in the next patch soon?
Gauntlet03...so impressive. I'm going to have to do better. :P
[quote who="joeball123" reply="10" id="3551640"] Evidence: Listing: Population, Approval, Approval Modifier to Resistance, Actual Base Production, Expected Base Production, % Difference between Expected and Actual Base Production The first 6 entries are for the homeworld, the others are for colonies. I think there's enough evidence to conclude that approval modifies base production in the same manner, or at least in a similar manner, to how it modifies a plan
Definitely save a template without any equipment. What I do is create a template, save it. Then load the template and equip. Each time I upgrade to a more powerful weapon or drive I change the number. Something like Little Wing B1 for my first ship with a beam weapon. M1 for missles, P1 for projectiles(cannons). Though I do not use projectile weapons since they're so awful. When I upgrade the drive or weapon it becomes B2, B3, and so on. When I start a new game and am using the same ship
Also pop affects morale. The more you go over the limit of your morale the lower your morale goes. Think of your calculated morale as 100%. Each .1 of population over that morale is 1% unhappiness.
I finding it disappointing that a lot of planets have little room for anything besides a few manufacturing buildings due to requiring 4 buildings, usually, for morale and then one or two for farms. The penalty needs to be reduced a lot. Maybe since morale before a last few patches affected a lot more than influence and growth, that that idea of it being so important lingers too much in the dev's minds?
Gauntlet 03 those carriers are amazing.
Click out of a diplomacy screen from the Iconians. Click turn. A fleet has some movement left. I click guard. Then click end turn again. Crashes every time. Save game here: https://dl.dropboxusercontent.com/u/8971392/Auto-Save.GC3Sav
I find it much more interesting to not know fully what i'm against. Knowing everything beforehand for me is boring. I prefer lots of little chances taken which I see each fleet's ship as a chance. As far as focusing on weapons, I do not go for a specific one. I find researching each weapon type equally and distributing ships using those type equally a good strategy. The problem is not in the battle, but the AI itself. It highly values missiles so I always put anti-missile equipment on
Vidszhite those are well done. It'd be neat to see them in white as they originally? where.
When ships and/or fleets are stacked in the same hex how is it decided which defends against an attack?
[quote who="Illauna" reply="2" id="3547488"] The AI does get tired of war. I was at war with the Drengin for 30ish turns and they valued peace at approx 1600 credits worth of stuff. I don't know if it's the number of turns (which is tracked on the report tab) or the fact invaded all but one of the Drengin's planets that they offered this deal. I usually just exterminate but I'm now seeing a benefit in offering peace deals and finishing off the AI later. [/quote
bumping this
[quote who="Gauntlet03" reply="1048" id="3547247"] Fantastic! I love that it looks so functional. Though I was totally hoping the larger cylinder of the hull would be rotating too! [/quote] Thanks. If the large cylinder, there are actually two pieces, rotated then the asteroid containers would rotate as well, away from their pathways to the 'gun.' Ty for compliment though. : )
[quote who="Frogboy" reply="71" id="3547233"] Updated and new! [/quote] Great, but since you guys haven't indicated which updates just came in today, we could really use a list. : )