You will no longer be notified of an foreign ship in your territory if its under fog of war I've never bee notified of a ship in my territory ever. I assume something else is meant besides a pop up window or...? And where is this tax slider? I haven't seen one in game. Or is that the 'wealth' part of the circle in the govern screen for galaxies/planets?
TheBirthdayParty
Don't asteroids contribute to a planet's base production?
Being able to delete ship designs(still need to be able to delete base designs) Ships are no longer flying all over zones of control/cultural borders of different races. They seem to avoid opponent's space except for survey ships which is alright. (AI sometimes is still able to see planets/strategic resources they haven't scouted, but not often!) The AI is building fleets more often now. Pirates are a nuisance, which is good. :) Minor races are not
[quote who="Surge72" reply="11" id="3542190"] I just started a new game to have a closer look, and I stand by what I said. New game as Drengi, population 10, +5 manufacturing from Civ capital, yet 100% manufacturing results in 19.4 production. Edit: Took a screenshot. http://i.imgur.com/czW71UQ.jpg I've also noticed that the bonus of "+5 Total Production" from
[quote who="Surge72" reply="9" id="3542186"] Quoting TheBirthdayParty, reply 1 So a planet with 10 people and all planet government sliders set to 100% manufacturing is 10 production. Is this still true? I've notice since maybe Beta 4 that that didn't seem to be the case any more, or a
[quote who="Illauna" reply="13" id="3542106"] I wouldn't expect much of this to change. I personally think specializations should be untradable ... but considering all the complaints about specialization I'm aware my idea is unpopular. Because of this expect that you will need to research first then trade if you want to research one. [/quote] I prefer being unable to trade specializations as well. I see it sort of like infrastructure not knowledg
[quote who="BuckGodot" reply="10" id="3542083"] You can absolutely trade for multiple specializations. I already "filled out" one just by doing that. And this is Working As Intended, as it is allowing players to still get things they might not otherwise be able to. Like, say, full upgraded Extreme Worlds. [e digicons]:)[/e] [/quote] You misunderstood. If you have not researched a specialization in a set and you trade for one you can not rese
[quote who="Ex Mudder" reply="4" id="3542063"] 2) All shipyard are crazy powerful. I can see foritfying them against raids, but current starts are abusrd. [/quote] I had the AI come in three medium hulled ships and destroy one of my shipyards. I really do not think they're too fortified.
Its very irritating to click "user" every time I open the ship building window or the designer window. It would be great if the UI remembered which filter you last used in these windows, removing the need to click a filter every time.
Happened to me playing a custom race as one of the AI opponents.
[quote who="a0152570" reply="3" id="3542056"] So basically any time you can get a +x over a +% it is best to take the +x ... correct? Thanks [/quote] Generally yes. I mean if you had a building with +500% of production 10 you'd go with the 500% over +5 production. 50 to 15. But that's an extreme example.
Right, ok. I was not thinking of the base as something you already had prior to percentage modifiers. Thank you. : )
I traded for Beam Miniaturization earlier in my current game. I just researched that specialization's precursor Beam Weapons. I am now unable to choose a specialization. I believe if I had not traded for Beam Miniaturization before researching Focused Beam Weapons or Low-Cost Beam Weapons I would then have been able to have chosen either specialization and then traded for Beam Miniaturization. So it seems that trading for a specialization before researching one of the three techs
[quote who="tungchiawah" reply="2" id="3541971"] Your total manufacturing is 715% of your raw manufacturing. That's 100%+615% in bonuses. Working backwards, 68.8 divided by 7.15 is about 9.62. The game doesn't show the extra digits, but does calculate them. A Durantium Refinery is much better than a Mega Factory. With those numbers the first one will increase your manufacturing by more tahn 50%. [/quote] Ty for response. Yeah I figured out about the
For my second playthrough, ended first when it began to feel to easy due to culture flipping planets with ease, I was able to destroy a pirate base easily enough. I sent over 8 light hulled ships, most with the prototype projectile weapon and two thrusters, and destroyed it. I lost 4 ships, but it didn't seem all that powerful. Mid game if there are any still around they're going to be easy to destroy.
Not sure about morale, but in manufacturing the +x is the amount added to the base percentage number. So a planet with 10 people and all planet government sliders set to 100% manufacturing is 10 production. Add a +5(from a building, or starbase, racial bonus, etc) to that you get 15 production. The percentage is then applied to that. The Mega Factory is a third tier production building which, without adjacency bonuses, give's you a 40% increase. This is 40% of the base production. Using t
With the new strategic resource required buildings I finally decided to take a closer look at formulas. Well at least right now the manufacturing. I'm trying to decide if I want to replace a Mega Factory with a Durantium Refinery. My first assumption is yes, but I wanted to look at the numbers. In my particular planet losing 55%(adjacency bonus of 15) of the total 615% modifier then yes the +5 is worth it. Before changing anything I'm looking at the final production number the planet
The research, economy, research, and manufacturing columns in the govern window are still mislabeled, with one being not labeled at all.
As far as I can tell High Output Mining does not increase the amount of strategic resources coming in. Maybe I misunderstand, but I believe +1 mining will bring in one more of each strategic resource? If it is supposed to, it is not doing so. At least in my first game with the latest patch .90.
Is there a way to turn off the new date that is flashed and fades at the top of the screen each turn? I'm finding it very irritating, but can not find where in options, if its is there, to turn it off.
Illuana you must've responded before I edited the post. Yes, I was momentarily stupid. And yes a delete template button is needed immensely.
Illuana, you must've responded after I posted. So dumb. But yes a delete 'template' button would be very nice.
Nevermind, the delete key is there. So dumb, should have played first, not just read the patch change log. Sorry! Yay for delete key. Thanks!
Mine has been sitting there saying 'update queued' for awhile now. Nothing else is running through steam. : / edit: nvm had to right click again and tell steam to d/l it. Yay, happy times ahead.
[quote who="Gauntlet03" reply="998" id="3541575"] I'm not exactly certain what your issue is precisely, but in general I can tell you that I avoid using the symmetry commands entirely. Why? A.) They mess up animations often B.) They don't show up when I make a grouped part out of the model C.) Because I'm crazy. So yeah, I place another copy of the part and I agonizingly ensure that I duplicate the measu