I think it's designed this way so that only you benefit from your own research. Research-spawned quest locations, etc, work the same way iirc. Maybe this could be solved by allowing these kind of techs to be researched repeatedly (like the existing "+10%" repeatables)?
jinnes
[quote quoting="post"] + Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice + You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can't get absorbed in time + Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent [/quote]</
There is also the Reveal spell, but at 10 mana for a 25-tile reveal, that gets pretty expensive...
Descriptions of summoning spells, both in the Hiergamenon and in the spellbook, should link to the Hiergamenon entry for the creature they summon. Otherwise there is no way to truly judge the value of an unfamiliar spell when deciding on your spell research.
I also vote for allowing them to grow once conquered. Without growth, they don't expand their influence (at all? as fast?), which means surrounding resources can be hard to claim. Without an option raze the city and build a real city in its place, the minor city is effectively squatting on any nearby resources and making them unreachable.
Food, at least, is not a stockpiled resource. The food icon at the top of the GUI represents your "excess" food -- in other words, it's how many more huts/houses/whatever you could build. But the excess unused food just gets thrown away each turn. As for the gold, I'm not sure. I can't say I've noticed a mismatch between the displayed number and what I actually get each turn.
I've seen this also, and still in 1.01. FWIW, I've noticed that if you eject a unit from the city, the HUD resets to the correct one.
Thanks for confirming, Glissom. That's too bad; I was hoping it would be different in 1.01. Well, maybe we're doing something wrong?
I saw this in beta 4 and in "gold++" so maybe it's fixed in Day 0. Whenever I find a neutral city (one of those little towns that can engage in diplomacy but aren't one of the main powers) it is always level 1 and its sovereign is just standing outside doing nothing. That's fine, maybe that's by design; they are minor powers. But, when I conquer such a city, it never grows past level 1, even when the population grows. This is clearly not as intended, because the popu
Ah, OK, thanks. Seems like this might be something SD should pull out of the "flavor text" for the tech and into something more number-ey! Anyway, off to explore. :)
Actually, checking the game and tooltips again, what I'm really talking about is called the "Notable Location Level." The game says the tile has a Notable Location Level of 2, and mine is 1. When I send my sovereign there, a popup window says I'm not ready, etc etc. It even looks like the text in that box is going to tell me how to raise my Notable Location Level, but the text is cut off! :(
Yes, I definitely researched "Quests." I don't recall if I researched any of Quests tech's direct follow-ons. (I was going down the Heroes track.) Is it that every Quest-related tech gives you an Adventure Level? The descriptions of the techs don't mention that...
Hi all: Basic question here. How do I raise my "Adventure Level" (so that I can meet the requirements of exploring certain special locations)? I assumed the Adventure Level was equal to how many techs I had researched in the Adventure track, but I'm up to level 5 Adventure tech and the tooltip on the special locations still say that my Adventure Level is 1. How can I raise this? Thanks! -jinnes
Zaphear, thanks. I didn't notice the fleet icon in the tree. I'll have to look for that when I fire the game up again. I've only paid attention to things that are nested under the planets in the tree but I gather there must be a "fleets" section of the tree too? Cool, that's probably what I've been missing.
Annatar -- thanks a lot. Don't know how I missed the jump as a group button. It's hard to really study the tooltips while desperately trying to get your ships to intercept an incoming fleet! :P About #1. Interesting that ships jumping into the system get added too. I can see when that would be useful (reinforcements to a pitched battle) or trouble ("hey buddy, I'm just a scoutship passing through, I don't wanna go to war!")... About #2. When you say the fleet icon in the e
Nevermind, found it myself. I guess they invented this amazing thing called "Search." :) https://forums.sinsofasolarempire.com/?forumid=402&aid=175509
Schurem, where do you see the readme? Can you provide a link? Thanks! And do you mean 1.02 is released, or is it a "preview" readme. I don't see 1.02 in SD Central.
Hi all: I'm in the middle of my second singleplayer game. Loving it but still learning the ropes (that's an understatement)! I'm very impressed by some of the user interface ideas the devs had to make a game of this scale manageable. I've been trying to understand the fleet management, though. I had a couple of questions that weren't answered by the manual and I wonder if some of you know the answers: 1) How exactly does "auto-join" work? If I have a fleet parked i