Did you modify Star Democracy? When I switched my civ to Star democracy, everyone's planets that were red stopped being red, except the Narns. I don't know if this is a B5 mod or a 1.31 bug, so I have inqueries in both places.
Scintor
Yes I noticed that when I researched Star Democracy, which has an influence bonus, all of the worlds that had been red, stopped being red, except for one race(Narns). This includes worlds by loaded influence bases. Now I am using the B5 mod so I will check with them too.
Is there any setting or mod that causes the active ship or planet to blink on the mini-map? On the larger maps I am constantly losing track of my ships. I would like to be able to see where the next ship is, especially constructors and colony ships, to see if the nearest one is near the base or planet I am working with. Scincerely, Scintor
I went back and did a 1.0 game and half the planets were pq12 or better. The average pq used to be in th 10-11 range but now it is more in the 8-9 range. This makes a huge difference if you get the planetary improvement racial ability. 10% gives you 5-9 no additional tiles, 11-19 1 tile and 21+ gives you 2 tiles. Because they round down, there is a significant difference between pq 9 and pq 10.
If you are using them for a useful military purpose(defensive) then they well deserve their military rating.
Don't overlook influence conquest. When you take a planet by force, you lower both your and their population to take it. If you flip a planet to your side you get to add his population to your as thus increase both your tax base and your influence by the amount of the enemies population. Done properly this can create a domino effect that is the most efficient way to conquer!
Were these blipping noises near the beginning of a turn in a large game? I was having a problem like that at turn breaks. It turned out to be ships launching from worlds that were flipping to me. I would simply wait until the blips stopped before hitting any buttons, and I stopped crashing.
Influence is like real farming (as opposed to farms in the game). You have to set up the right conditions and take the harvest when the fruit is ready. You set up your influence zones with starases and influence tiles on you worlds and wait to see what comes your way. I play gigantic maps with a high influence strategy. I sometimes have as many as 30 or more enemy (and Allied ) worlds with red unhappy markers. Each time one flips, one or more other worlds become unhappy. This leads to wh
I did a little statistical checking (yes I can be obsessive that way), and as far as I can tell, the chance of any given planet being habitable ranges from about 10% (under Rare) up to roughly 30% (under Abundant). That means that, even under Abundant, there will be "dead" systems, and chances of finding more than three habitable planets in a system is slim. Personally, I
@Scintor: I haven't changed any of the buildings so your problem with factories probably isn't coming from this mod. Thanks, I reloaded the game and it fixed itself.
I haven't noticed it. Playing my first 1.31 game and it has approx 470 Habitable planets with plenty of class 20+ and a few class 30+ ( game is scattered, all abundant, and gigantic ) I think that he is talking about after he has added all the PQ upgrades. 14+ becomes 20+. 24+ purple star Gaias become 30+. I once got a 36 like this by committi
Bug Report! (I hope that this is the right place) First I want to say that I have had a great deal of fun with this mod. Unfortunately, something is going wrong with the advanced factories. The discription is right, they show up on the planetary summary, but thet are not actually added into the production totals. Exploit Also, if you play the custom race, you can get just about anything you want in trade for the hull techs.
Back when I started with 1.0 if you set it for abundant worlds, every star had five planets with 3-5 of them habitable and there were lots of 15-19 class planets. Now it puts it at stars have 3-5 worlds with 1-2 of them habitable. Anything above pq 12 is rare and I might get 1 star with 5 habitable planets in a gigantic game? Anyone else noticed this? Any chance that we can get truly abundant galaxies again?
What really steams me is when the AI puts a unique building on an inappropriate world(Manufacturing Capitol on a class 5 planet) or a bonus tile.
I've noticed the all the victories become possible at about the same time on gigantic maps. By the time your influence is dominant, your tech tree is almost done, and eveyone is afraid of you and will ally with you if you wish, and your fleet is strong to wipe out everyone who is left anyway. My point being that all the victory conditions are nearly interchangeable, and therefore exterranous. I anyone else noticing this? Is it different on smaller maps?
I've noticed the all the victories except conquest become possible at about the same time on gigantic maps. By the time your influence is dominant, your tech tree is almost done, and eveyone is afraid of you and will ally with you if you wish. My point being that the other victory conditions, beside conquest, are nearly interchangeable, and therefore exterranous.
The easiest way to get involved in wars is to enable minor races and work to make alliances. If you are strong, you are almost never attacked, but allies will constantly drag you into wars. BTW I love plaing sim-empire games where I almost never get into wars and expand my empire by infulence.
I tend to run giant games and my answer to the eco slump is quite different. I have a 3 part strategy. First I balance my tax rate so that it is on the highest 9(59,69,79 etc.) that will give me a 75%+ morale rating empire wide. I then adjust my production slider so that I have jut above 0 in taxes every turn. Secondly I set my flagship to auto-survey and have each planet build one scout or survey ship as their first production. As each planet goes over 1 Billion in population I
I would like to add my two cents worth here as a player who only plays gigantic galaxies. For the largest size galaxies they would become essential as soon as they are introduced. Yes, the AIs would have trouble using them, but the AIs already have no concept of distance as it is. (Watching a war between two AIs who are not adjacent is already amusing.) OK my suggestion: Fifth type of starbase: Transportation. Modules: Engine Bonus Any ship that starts a turn within
I have noticed a consistant crash and I think I know what is causing it. I don't have a debug file (sorry). I am playing V1.2. I love Playing Gigantic galaxies using an influence strategy. This has lead to a number of crashes right at the start of a turn. At first this confused me as it happened at both the new tech screen and also at the defecting planet view screen. These don't seem to have much in common until I noticed that on both screens I was hearing the sound for ship launches. If I
I have seen mods for the Star Trek Series and movies but is anyone working on the ships and races from Star Fleet Battles? There are more than enough Major and Minor races and a wealth of scource material for an alternate tech tree. Just wondering.
This is one of the only times when I get angry at the game. once the turn button is hit there is no going back. I have even had it do this to me while dragging the screen on the minimap with the right mouse button. Incredably annoying!
Agreed. This is always a problem for me on gigantic maps. I can't tell you how many times I have ended my turm early because of that particular overlap.