Population Max, Influence, 'recharging' movement pts

4 things:

1) On main screen, when population becomes greater than 999B, it becomes 0.001XXXX T, rather than 1.XXXX T

2) When that happens, generation influence/turn skyrockets. have 100+ colonies, each 100+IP, but empire IP will rise by >400,000 per turn

3) when colonies autobuild to rally points, troop carriers leave with 1000soldiers max, regardless of #modules/ship

4) When creating fleets, movement points reset to ship with highest movement pts remaining, upon disbanding fleet, all ships are restored to full movement. i.e.) if ships >20pc movement/turn stationed every 20 pc, can move a ship from 1 side of map to other by creating fleet & disbanding ships. like connecting the dots, at each dot create fleet, then disband to 'recharge' movement.



8,210 views 5 replies
Reply #1 Top
the other points are true, however point 3 didn't happen to me. my 3-advanced module transports usually are auto filled with 3000 troops, although sometimes they are filled with less, but i think that's because the colony didn't have enough people.
Reply #2 Top
Which version?
Reply #3 Top
stardock shows 1.0X.010, i've since updated to the new beta, but haven't tried large transport, mainly because u lose troops/ship to conquer a planet. if i keep mainimum troops/ship, i have more ships remaining after an invasion. also because engines/hulls are cheap, and advanced troop mod is expensive

also, i like to do the retake a planet multiple times & trade it back for goodies cheese
Reply #4 Top
I've noticed in the latest beta Number 4 isn't occuring anymore.
Reply #5 Top
When having a planet send transports to a rally point, there's apparently code in place to limitt the number of soldiers to 25% of the planet's current population. Since you don't get to manually set the number of troops in this case I guess this is a safeguard to prevent a player from accidentally shipping the entire colony to the front lines This is what I have observed in my games, anyway.