No patch today? Patch tomorrow?
Ex Mudder
I am tired of colony capital placed in random locations. I keep seeing them show up next to a resource with adjacency bonuses, wasting / blocking the bonus, in a triangle of land I would rather build 3 factories or research labs in, or isolated so I can not build my Colonial Hospital next to it and my farm next to that. Incredibly annoying. Suggestions: A) Better AI placement (avoid adjacent to trade goods or resources,
[quote who="Derek Paxton" reply="8" id="3537925"] Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list. [/quote] Today is not Friday Tomorrow is not Friday Even the day after tomorrow is not Friday But at least it is not Monday
[quote who="Tohron" reply="2" id="3537752"] A hospital gives growth bonuses, and gives +2 levels to adjacent farms, which amounts to +1 food for each farm A farm gives a base amount of food, and gives +1 level to adjacent farms (+0.5 food per farm) [/quote] Hospitals are also populations buildings, so the farm gives 1 level to the hospital if adjacent, which is 5% growth.
The difference was 31kb on Steam, if that helps
[quote who="Derek Paxton" reply="2" id="3537649"] Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision. On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer. [/quote]  
I'm not seeing planets with too much food / population in beta 5, but that may be tied to reducing food base to 5 from 10. But I do have +4 food per planet due to 4 trade goods, which seems OP. It is also way too easy to max approval, to the point I usually take -approval in my custom races. I've seen several influence is OP threads though. First time I saw it myself. Planet in danger of culture flipping instead begins to
I speed built a missionary center on a world about 3 hexes into Thalan territory. I was still in their territory. Then I speed built a consulate. I was still in their territory. Then I speed built an Embassy in a triangle with the other 2 buildings. A few turns later, my planet has an influence radius of 26 and is beginning to culture convert a Thalan colony 11 hexes away. The problem seems to be that level upgrades boost base influence by 1
I do like the idea of ships in a planet / starbase / shipyard being cheaper / quicker to upgrade (and repair) than an in field retrofit It would reflect the idea upgrading a stockpiled reserve fleet, a reason to pull ships back for refit, and the advantage of building an advance starbase close to the front for quick refits. I would not require it though. I hated upgrading my fleets in Distant Worlds.
Being able to pick up some resources, trade goods or strategic, from a minor or major, for a one time payment of credits or tech is boring. I think such trades should be ongoing and subject to periodic review. Also, it should obligate you to protect the minor you are getting it from if they get attacked. For majors, you can monopolize the galactic supply of goods, but doing so should be either a constant drain on your economy (different trade goods, research drain, or
[quote who="Hamilmac" reply="6" id="3537240"] Okay, so the first question is: Why do the Drengin have so many colonies? At 178 colonies, my approval is down to 24%, so I don't know how they're managing it. And, the colony rush f
Malevolent in early game for Rapid Expansion, extra tiles on first 5 colonies. Then Benevolent or Pragmatic.
1) Colonizing your "mars" as a custom race does not grant ideology points 2) wealthy still grants 4500 credits at game start - I though starting credits were reduced from 3000 to 1000. 3) Ideology points are deducted properly, but "Mars" still gets +10 raw production in addition too your homeworld from relentless Ideology trait. 4) My game also hung my system on turn 18, had to reboot. Did not persist on reload.
Preparedness centers are supposed increase planetary defense by 50%, but the numbers are weird. If I build one next to my colony capital, I get 15% defense (10% from adjacency plus 50%). If I build in a military 3 (caverns) tile, I get 45% - 30% from the level 3, plus 50% from the center. I think that most of these bonuses are supposed be additive not multiplicative. 50% + 30% for level 3 (80%) not 30% (lvl 3) plus 50% of 30%.  
[quote who="Wer900" reply="6" id="3536733"] Unfortunately it doesn't. In GCIII there is no way to set a tax rate although the economic planning system has become more advanced. Hopefully the devs re-introduce tax rates in a patch or expansion. [/quote] I'd like to see wealth generation (tourism and raw production) tied to approval, so approval isn't so useless. Happy populations pay more taxes. I don't want to set tax rates.
[quote who="Bamdorf" reply="2" id="3536747"] I respectfully disagree. Emergency upgrades should be just that, very expensive. Not a general plan to upgrade a fleet. This in turn creates an additional, and to my mind very interesting problem for the player. When to build, when to build new, and when to decommission to save BC. The later you build, the more dangerous but the sooner you build the more expensive. Careful tradeoffs &nb
Rush building costs 15 credits a manu point, which makes it a horrible investment. I'd reduce it to 10 and see if it is still too high. Upgrading is also insanely expensive - something like 240 to upgrade a tiny scout (I had 4) to use 3rd level sensors, life support, and engines, and 760 to upgrade the small explorer from 2 to 3. I'd reduce the cost of upgrading Sensors, Engines, and Life Support by half compared to the cost of upgrad
[quote who="Spark026" reply="2" id="3536495"] At that point the ideology trait seems quite weak, and may need to be buffed in other ways. Perhaps give new colonies an extra growth % modifier to help make up the difference. Edit: Billion, not million. [/quote] One possibility would be to duplicate the Prolific trait, but this would give prolific species with this ideology triple population. Another is to duplicate the Colonizer trait, a free bui
There is missmatch in tooltips if you choose farmer, food is X but population is x+%, you see the real number it in the growth popup. UI issue.
I thought this had been reported already, but I can not find it. Sensors use life support mass, and the tech to reduce life support mass, not sensor mass and the the sensor mass reduction tech. Makes "sensor optimization" tech useless and "life support optimization" tech vital.
When I pick Exporters to get a free freighter, I do not get the trade license. Often I do not realize this until the freighter reaches it's target many turns later, when I am left wondering what happened.
I think that Merciless Relentless adds 10 raw production to "mars" as well as the homeworld. At least my mars as an absurd level of raw production - 27 for a class 6 pop 4 planet. My homeworld has 35 (I have the economic starbase and the +1 production tech). My other planets (pop 4-6) have 13-14 raw production on average.
I'd also like to see an icon / tooltip based on which choice you made when you colonized. +/1 morale, research, etc, with a tooltip giving total effect. Put it with the planet type icon (molten core, ghost world, etc). Total manu / research modifiers can be found when you mouse over the total manufacturing or research panes.
I colonized 2 planets, same turn, and chose malevolent both times. When I picked up the first malevolent ideology tech all 20 points were deducted from my total. When I went back and colonize, chose, colonized, I was able to get 2 ideologies and had 20 points left over. Steps to reproduce: Have 2 colony ships ready to colonize 2 planets at game start (buy 1). Save game. (I have one if you need it)
What purpose do anomaly pirates serve? They kill undefended survey ships, requiring you to arm survey ships and reduce their range substantially. Escorts built for survey ships also have limited range. They are incredibly weak so they do can kill your first survey ship. The AI does not arm your default survey ship, and blockade runners are not armed differently either. And pirates give nothing in return. Am I missing something?