I think Edna's second - clarifying post - is the explanation you're looking for. The drop in pop = drop in $$, which means your factories are underfunded, which leads to longer build times. However... this may not be case, because if the economy in a planet decreases, the factory is not supposed
Edna Lynx
Putting simply, Increasing population DO increase economy and help to pay the production and research bills.
Hi, I am Edna Kolanco from Portugal! (I love to say that!) Think of Industrial Capacity and Research as having High Level factories and research labs that employ the most specialized personnel. Does not matter if you have 1 billion or 10 billions colonists, only a small team of VIP technicians and cientists will work on these factories. Because of this, population will not affect the output of these facilities. However, to ma
I think the PQ bonus is represented in tiles only in your homeworld. For the other colonized and conquered planets it only impacts your maximum population. Kisses from me... Edna
Hi... I modified the TechTree so the technologies cost 100 times the original cost. The game is lasting for 21 days now. Playing 6 hour/day. Veeeeeery fun indeed, never boring because it is a allways evolving universe. Since mine is the most powerful civ and everybody respects my empire, I play "Balance of Power" helping the weakest civilizations to overrun the most powerful and them switch the chairs and keep going. I switch
Thank you for all your replies. Indeed Stardock will not want to expose the source code. What I would like actually is that they provided us ways to attach addin script code. The question I put is, the game is wonderful, very nice, but it too much simple IMO.I would like this to be more complex. For example, I don't like the fact that Industrial Production will do Social Projects or Military Projects. This is simply too abs
Hello, I am Edna Kolanco from Portugal. I would like this game to expose certain events to be scripted by the mod community. Specifically, I would like global scripts to be called for every turn. Colony scope scripts executed for every colony at the end of each turn. I would like also to have access to custom variables. Just like Hashtables/Dictionaries available for planets, starbases and improvements to hold custom data du
I play Gigantic with 9 other races on a modest Samsung X15 notebook with 512mb RAM. Although over 1Gb Swap File is used in the late game, the turns don't take that long. I think no more than 20 seg wich is perfectly acceptable. However two things may have a great impact in those results. One is that I prefer to play with Rare Habitable planets and I think this setting slow things a bit. Also I normally declare war against very militaristic races to c
Basically there are two things that will keep the AI off of me indefinitely and that is a modded TechTree file that increase radically (10 times) the technologies costs and the other a enormous increase in the Colony Module cost. The goes with a very nice and peaceful pace while allowing me to manage my colonies with care and explore, also avoid Colonization rush. Kisses from Portugal... Edna