I think he's talking about the starbases obscenely low hitpoints late game.
Ortus Phoenix
Wouldn't that leave the slaves there?
I never knew the English language could be mauled that badly until now.
I've seen hundreds of Precursor factories thusfar, but no libraries.
I've never seen one...
And it never happens to human players. IMBAL! IMBAL!
Terrans have high skill points but weak starting techs. In game terms, crap early, better later.
10% = 1.
It isn't a bug, you're allowed to capture enemy wonders for a reason.
It's not a bug.
You'd need a customized race file to get the same abilities as minor races. All other minors other than the Dread Lords have +100 economics and nothing else. The Dread Lords have +25 weapons, +25 defense, +20 military production and +25 soldiering, presumably they also have some ingame modifier that gives them tons of techs.
Maybe we need the "minor races aggressively colonize" option in the game.
I remember in GC there was a UP event that kept a race from nabbing anomalies in other's space. i would like to see the opposite applied. Anomalies in your own space are "secure" unless the UP passes the "open anomaly" law. Exploring an anomaly inside another empire's area of influence would be an act of agression, and would lowe
Destabilization is one of the things that was in the game but was taken out. (Like over time tributes)
PQ only increases the initial amounts of tiles for your homeworld. Currently the only thing it really does is increase the max population of a planet. (Absolute maximum population is supposed to be based off PQ)
Still it is a bit weird to me that these upgrades stack though. It provides a significant advantage to militaristic nations. Considering how much military sucked in the first game I think that's fair enough...
Anyone who remembers the Uber I-League AI from version 1 of GC1 will know why they got nerfed to the point of retardation.
Or adding initiative rolls.
But Phasors Mk VIII? Seriously...
Intelligent is the first difficulty with all AIPs running. Tough is all AIPs with an economic bonus.
You build a trade good. You get its effect. You can then "licence" the trade good out to another race so they also get its effect, but they themselves can't "licence" it to another race.
Unless you can maintain 100% approval, it really doesn't matter as long as you keep it above 30%. 100% approval is double. 30% is halved. >30% You start to lose population.
It does, and I'm pretty sure it's in the manual. Rings give research. Moons give production. Higher PQ gives economics.
Actually, there is at least one random event and one UP event that makes class 0s habitable.
Starbases have the parsec limit for that exact reason. In GC1 you could build them right next to each other, which was nasty with 120 +170% production starbases in one sector.