Well, SUPPOSEDLY: it increases your capacity to do research. Each RC lets you do 12 more research/turn than you otherwise would, but you have to pay 12bc for it. However, because RC's and Academies are so expensive, and based on all the other quirks in the game, it wouldn't surprise me if they behave differently.
tetleytea
For those who don't like land-grab, why not just a deathmatch mode? Every planet starts out colonized.
I just turn off stars on the mini-map, and then flash planets on and off. That doesn't always work, though--sometimes I've found habitable planets that do not appear on the mini-map. This tends to happen to planets in sectors adjacent to my homeworld.
Don't purchase from Mitrosoft. They'll charge you only $4.95 up front, but then $4.95 a week for the next 100 weeks.
I've gotten one Ranger the entire time I've played, but I have gotten a fair share of +700 manufacturing squares. It could be because I select +PQ ability, and not luck. Seems like yet another misnomer in the game--Luck is NOT +25%.
So, does this mean short trade routes are better when using starbases?
> Influence starbases only affect the area covered by the starbase coloured radius that appears when you click on them. Is that true of econ starbases, too? It's not like the old days when econ bonuses from starbases applied to that sector?
Just off the top of my head I can think of at least 7 consequential bugs that still have not been fixed in 1.0x. And they are NOT video problems. I'm sorry, that is not normal. As far as high school QA testers, I think they'd do fine. Not as good as pros--there are people who do PhD's on the topic--but they can do the job. The console companies regularly hire people to just play games all day. It doesn't take someone who did their
If I time it right can I enhance my Tidal Disruptors?
You get credit even if they're different types? So, if you've got an Economy Capital and want to upgrade to a farm, you always get it next turn?
I don't think it's that easy, because it's a lot of micro.
Another one: - More Morale = more people = more taxes. Mine Yellow Resources.
What's the point of colony ships? A few of them, okay, you can ferry population & populate newly-taken worlds. But a lot of them...???
I would like to see Stardock better staff a QA department, though; even if that means simply paying several high school kids minimum wage to play games. SD's response time/support is good, but the frequency & severity of bugs is abnormally large for a mainstream commercial product. It's like we're the QA department.
If it's anything like the next mission, the DL homeworld only has a bunch of industrial sectors (high-tech factories) on it.
Cultural centers improved morale? That's a new one.... Also, the developers have been saying the morale booster improvements only affect BASE morale. What are the contributing factors to higher/lower BASE morale?
I just load transports and don't kill them. If I don't plan to invade anybody anytime soon, I simply swap out a couple engines for an extra troop module. I have never had a problem with too many transports; it's nice to be able to immediately populate a new planet with 2 billion people. And, of course, two words: Traditional Warfare. If the morale problem's happening before I've researched Planetary Invasion, no big deal--I probably haven't rese
I like colonization as it is.
But enough about the U.S. government....
The problem with terraforming class 0 planets is, we sort of had that already in Galciv1. You'd enhance a class-14 planet, and after sinking a lot of money into it, you'd get a semi-useless planet still. I'd say just leave it to the random events to make them useful.
I don't see what's the big deal with all that stuff being auto-queued when all you have to do is X them out of the queue. As for diverting social production to research, though, I'm already kind of exploiting "Focus research" now, by taking my uber-manufacturing planet and focusing on research. I can get more research out of it that way than if I just did 100% research spending. That's given me an early tech lead more than once.
I personally don't have any problem with the zig-zagging treasury when you research an upgrade, IF you put social (and military) spending back into the treasury when it isn't building anything (no matter what the reason). You can always X out the upgrades if you don't want them.
1) Fix the Social timetables. If you're producing X bc of social per turn, and you have Y bc invested in said improvement, and the improvement takes Z bc to produce, then tell us it takes ceiling((Z-Y)/X) turns to produce. Very easy. 2) Tell us how much bc each Social improvement costs, like you do with military. 3) Research Academies shouldn't cost a blasted friggin 200bc to upgrade from a Research Center, only t
I disagree, I do NOT want to micromanage, and I don't want the AI to be able to micromanage either. It might be a win/win, because there's probably no way the developer wants to code that AI, either. I have a big issue with Civ4 because it's just so slooooow. You have to micromanage to play your best game. I don't want to play another 2 hours just to see if my strategy is going to work. In a turn-based game, if I can micromanage, I will. I
I do like the idea of multiple constructor modules on a ship, though.