The wheel is gone, but you certainly can micromanage the building of items on each colony. There's no longer control of the per planet economy/production rates (science vs economy vs production). At this point, the main slider under "Civilization" basically controls income vs unhappiness for all planets. The new concept is that you pick a point of taxation that produces an empire wide level of happiness (or unhappiness) and a resulting net income that is useful to your strategy.
dlapine1
If you've "done" everything, the button should say "end turn" or something like that
bottom right of the screen
[quote who="Ultrabomb" reply="3" id="3755100"] How do I finish my turn? [/quote] Do the items listed in the button one by one. If you have "idle ship" when you click the button, it will take you there and you can move the ship or hit "spacebar" to do nothing. If you have "idle shipyard or planet" click on the button and it will take you there to select something to do. In general, you'll get more options for the shipyards/planets as you research more
war- Basic ideas build radar ships to keep track of your space- as you expand and build more move those out to see what the bad guys are doing as well build at least 1 small warship per planet and station them on each of your planets- If you have no ships stationed at a planet, the enemy can send a single troop ship to your planet and conquer it with ease. Such defensive ships need have only a point of attack to stop unarmed transports. You'll want to research techs fo
One basic tip- learn to use the starship editor early. Many default designs can be easily optimized by simply removing unnecessary parts- thus making them easier to build. For any combat, even 1 defensive device of the matching type (i.e shields for beam attacks) on a ship cam make a big difference in survival rates. When building improvements, use special tiles and adjacency bonuses- those can stack and make a huge difference in the overall planetary output Lastly, us
That's useful analysis- hope it helps the devs
I'm seeing that same behavior in a saved game using the hotfix, where that behavior wasn't in place prior to the hot fix. Updating the .xml config may not be sufficient. I am happy though to see that it wants to use the hyperlanes; just need to curb the enthusiasm a bit. [e digicons]B)[/e]
[quote who="Frogboy" reply="16" id="3745430"] Agreed. I’ll see what can be done. [/quote] Thanks. It's been bad enough that I was working on a mod just to increase the resources on common to close the gap. And I'm not much of a mod'er.
I think they are trying to balance out to the detection range vs the combat effectiveness. Knowing where the enemy is is half the battle
short summary: left click and drag = move the ship Middle click and drag = rotate the ship left click on a part and drag to attachment = add a part (subject to mass limits) lick click on an attached part = open the scale, rotate, translate menu for specific adjustments
If the mining base includes a precursor item (the diamonds), you can add a module to "harvest" that as well as any special resources. If you have the correct government types, the market tab becomes available and you can purchase the special resources for a fee. Of course, if you are mining them, you can also sell them there. The AI's are much better now in building bases to obtain these, so building advanced scout is more critical if you want these. The production is much low
Yep. Did that last night with a scout that re-routed to use someone's else lanes Reminder that the pathing algorithm is not always accurate in connecting to the hyperlane- Your sometimes better off in finding a direct path to the lane and letting it then follow it
Influence is as much of a defense and a weapon as your fleets are now. Some ways around it- 1) look for the enemy planet with the most influence and conquer that one first. Let it's influence flip the others. Only the capitals are normally immune to influence 2) Use your fleet to clear out their starbases, asteroids and shipyards and build an influence base right next to a vulnerable planet to flip it. 3) get the new artifact that gives 10K influence to a planet,
[quote who="admiralWillyWilber" reply="3" id="3744283"] Quoting Baron_Vallyr, reply 1 Also, it would be nice to be able to unanchor them like a shipyard, because I ended up with obstacles in the path as well. It would be nice to move shipyards like star bases to. [/quote] Yo
It does help to manually move your ships to the closest point on a hyper lane first and then select a destination. If in doubt, just select a hex immediately outside the closest end gate for the max movement benefit
That's a good idea- not just the tech capital, but also allow it on a per planet basis with some sort of research improvement requirement for a planet
[quote who="ForgottenSlayer" reply="43" id="3743880"] Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922 Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income. [/quote] Technically, you don't have to have tourism resear
It's been noted that in other threads, taking the Popular racial trait at -1 or -2 will lead to negative tourism in 3.5+ and they are working to limit that to just 0 income. Check your racial traits. It's not like being unpopular could have ever have negative side effects...
Excellent, thanks.
Even once I get the event, pirate bases only seem to spawn on "abundant"
Current workaround for the excess population ships, as they spawn next to the planetary capitals. Plan to have the capital population drawn down by colonization before the new ship shows up, and then offload the excess to the capital planet where the pop limits are higher and they won't just die off. It's not terrible and it works.
I did see some pirate bases in the first 3.5 release, but I think it's like the setting differences between "common" and "abundant" - there's a large jump between the two. Mostly, it's one lonely little pirate ship, just waiting around. Perhaps the evil empires attract more pirates per the game configs- I normally bounce between good and neutral, so the local conditions aren't poor enough to create enough demand for pirates.
Given that you can and will have multiple shipyards, you mostly can produce as many small hulls as needed. just verified that the escort plus capital ship model still works. One reason to build small ships is to let them take the damage and to preserve the hitpoints of the bigger ships. Another reason is to fit within the available logistics points, and Retribution has nerfed those. At the start, you won't have sufficient points to put 2 medium ships together in a single fleet