I won't install it til I finish my current game. How is the game different from 1.31 in terms of morale and economy? The .xml file confirms that morale structures are indeed more costly. But maybe other factors offset that. And, as mentioned in the change log, stock exchanges no longer add a double boost anymore: no effect on morale. It looks like the economy structures are about the same as 1.31.
brycej
I note the thread about how vulnerable starbases are. But it has never been clear exactly how much they help your economy, military, etc. Punch on the starbase, it say it helps x%, but x% of what? Planets in its area? Is there a place (screen), where you can see the exact amount without percents? And the difference between building on or off a resource? Obviously a resource is better. Just better percentages? How much?
If that is the only file that you changed (you should have made a backup of the old file) and you don't want reinstall, I could send it to you as an attachment--it is fairly small. You should all changes in the mods\default\data subdirectory and then change the option (in the options menu) to use mods and use that subdirectory. brycej at truman dot edu
I usually create a game on one computer (usually modded somewhat). I start the game and save it. Then when I take the saved game to my home computer where I do most of my playing, does the mod directory for the two computers have to be the same. Or is the modding saved in the saved game file? And can it be moved anywhere? The only modding I am doing is on the planetimprovements.xml file.
Destroying the colony prevents the AI from retaking it. It also may stop a drain on your economy since captured colonies generally produce a negative bc's.
If I do a colony rush, I just take the big ones and leave the smaller ones as bait for the AI which will often take a smaller PQ planet rather than go for a bigger one on the other side of that system. Most of the AI planets are smaller. I play military only. And the most important factor I check is production. If my production greatly exceeds the others, the others are toast. You get the most production from the larger PQ planets.
I believe we had something like this in Stars!. But if the devs won't allow bombardment without invasion, they're not likely to go for this. But I think it would be cool!
Morale buildings do little to increase in 1.3 and 1.31. I think the devs moved in the right direction but went too far. For 1.4 they are promising that morale buildings will have more punch but be much more expensive. That doesn't help much. I usually run in the negative income for a long time hoping to find anomalies with money until I can build stock exchanges--which give you a nice boost in morale and money. I've modded the planetimprovements.xml file to c
If you are fighting the AI and you capture a bunch of worthless planets, is there an EASY way to disown them so that they don't drain your resources. The planet would go back to neutral. I notice that after I have captured a bunch of them, my income which was high goes deep into the negative. I guess the alternative is to have the captured planets stop building crap and build stock exchanges.
www.fileplanet.com has it. http://www.fileplanet.com/filelist.aspx?s=104287&v=0
The problem was that I had the same file in two different mod directories--the default and one of its subdirectories. I guess the game reads both and so I had a double set of planet improvements.
If I want to just modify the planetimprovements.xml file, where do I put it in the mod directory? Right now I am showing two of every improvement.
I am the idiot that started this thread: What I was looking for is not whether 1.2 is better or worse than 1.31, but whether the economic/morale changes were for the better. A much narrower question because obviously 1.31 fixed a bunch of other problems. Again I wouldn't mind if they put the morale/econ numbers somewhere in between 1.2 and 1.31. And stock exchanges are too powerful. But don't take them away now. They are only way I get into the black.
This is easy. The human (non-AI) player is the best. I don't know why they can get the AI players to half-play like some of the humans. Maybe they want the humans to win. I guess that can't be all bad.
I want to move one of my custom built races to another one of my computers.
You get money from trade centers, advanced trade centers, banks, and then the biggie--stock exchanges. If you have a lot of the latter, you roll in the money and your morale goes up a big chunk. At the beginning of the game, I send around survey ships looking for anomalies that sometimes bring in money. This is kind of hit or miss. But if you find enough anomalies, you are likely to get some with chunks of money. That can help in the early game.
Hmm...I knew about zooming out but it sounds like a possible answer.
I think Stardock should keep all the patches up for download. Sometimes people have good reasons for going back. They may like the economic/morale setting for 1.2. Or perhaps there is a technical problem for some reason with a later patch. I have 1.2 but I think you can download it at fileplanet: http://www.fileplanet.com/filelist.aspx?s=104287&v=0
I find that anomalies are hard to see on the mini-map. When I am looking for them, I have to turn off all the other buttons. It would be nice to have the option that the anomalie button turns off the other buttons (like the first 3 that I normally have on most of the time). Sometimes found anomalies don't seem to show up in the mini-map. And what is the deal with wormholes? I haven't really used them. Can only survey ships use them? If so, why?<
1.3 economy is not the end of the world. You have to focus on it much more. And focus a lot more on morale. The AI has the same problem. Under 1.2 there seemed to be more options on how to win. Maybe we will see a poll eventually. I wouldn't mind splitting the difference between the 1.2 settings and 1.3. The main thing is that I would like the AI to building and colonizing more productive planets.
Amen, cheers to Brad and Stardock!
We'll haul Brad down to Guantanamo and use a few "techniques" to get the numbers from him. I want the production level percentages for each level.
I hate trade routes. Never liked them in Civ either. I probably should try them. Usually I can get by in 1.3 if I can find enough money in anomalies. But I spend a lot more time building trade centers, hoping the money lasts until I get stock exchanges. Then the morale goes up and the money rolls in. Playing on "Challenging" (which isn't), I am finding that the AI is having a harder time expanding and their production even in the early game is way too low. So e
I am not saying you are wrong, but the production levels quoted for earlier versions were dramatically different--that is, higher for production for AI compared to the human player. Now, I know they scaled back some of the levels. I am pretty sure that Challenging was 100 or 105. At some point higher up there was a big gap which they intended to change in 1.3. In 1.0, Normal was 75% according to Manual. Most of the higher names in the manual for the higher levels h
This would be good but how up to date is it? I know the devs have changed things including in 1.3 on the ai levels.