dlapine1

dlapine1

Joined Last seen Member # 2526623
0 Posts 13 Replies 10,970 Reputation

throw up a wall of a 1 logistics, expendable escort small ships to protect small or medium capital ships. put 1 weapon on the escorts and correct defenses for the attacker on the tiny ones and no defenses and best weapons on the capital attack ships. The AI will go after the escorts first and the capital ships will get free shots at the attackers. Kinda use the the tiny ones as ablative armor for the important ships

6 Replies 48,727 Views

So, can other civs use your star lanes? Inquiring for a friend. :) I like the supply ship concept unreservedly, but I'll withhold judgement on the population growth nerf until I can see it in action. For those who think the colony rush strategy is absolute, I'd point out that intrigue + governments absolutely limited colony rush potentials in the beginning by setting the morale penalties by government size. By turn 50 you couldn't manage 15+ planets without having changed gove

91 Replies 485,892 Views

Ok, getting an issue where the planet event creates too many versions of a single planet in a solar system. Only one planet versions shows up in the map, but the mouse-over shows multiple versions- see the attached screen shot. The system also thinks it has 4 habitable planets, but really only has the 2. Haven't seen this before. It's not constant and doesn't seem to have a pattern <img src="https://cdn.stardock.us/forums/25/26/2526623/d037f372-bbda-454e-b6f3-ff24761a36

20 Replies 27,510 Views

It seems to be working ok, the event pops and I start seeing lots of planets. Using about 7GB of ram for ludicris and 14 civs at the start. After starting a campaign, I realize that using this with Intrigue implies a need for an update to the number of planets per government type. There's a GovernmentDefs file under the DLC for Intrigue and you can mod the colonyLimits parameter to increase the number of non-penalized planets allowed under each government type. I'm try

20 Replies 27,510 Views

Horemvore, I can confirm that both links for .rar and .7z archives work just fine. If other people have problems opening these, just grab the 7zip archive handler. Thanks for providing them. I haven't had a chance to test them as my laptop is not anywhere in the 5k+ planets territory, but I'm curious enough that I'll check it out at home once my holiday travels are over.

20 Replies 27,510 Views

doing a bit of research, while both Nevada and Florida bring in almost $60B each in tourism income their GDP's respectively are $160B and $960B each. Hard to see any government where tourism is 1000% more than the rest of the economy

6 Replies 23,471 Views

True, trade provides benefits just beyond income. For a first order game balance what I'd suggest is that tourism revenue be hard capped to be no more than, say 100% of all other income- which would then incentivize adding more trade routes to bump up the tourism revenues. Additionally, and maybe this is just me, but I think making at least one trade route between civs a prerequisite for any treaties or alliances.

6 Replies 23,471 Views

simple test: I built 6 trade routes and by turn 100 I've got maybe 10 total routes (mine and theirs ) for maybe 100GP total coming in the rest of economy brings in about the same at 50% tax rate at that time except for TOURISM! which has me in the 1-2k range, depending on map size, etc. Without tourism, trade would be a useful add. in the presence of tourism, shouldn't really be a consideration

6 Replies 23,471 Views

[quote who="SpacePuddings" reply="5" id="3734270"] Alright, I modded my game so that all ship hulls except cargo has 1 range. It works perfectly, at least for me. If I want to make offensive fleet, I have to invest on ship range upgrade sciences. Previously those upgrades were pretty much useless but now they are actually necessary, if you want to travel around more freely. [/quote] Life support required for all spaceships? What kind of crazy talk is that? :)<

8 Replies 27,569 Views

Does the ranking account for HP on the ships? That's the one factor that the AI sometimes gets that can be very terrifying early game. One large ship with 100+ HP's can easily destroy a fleet simply because it can absorb the damage from the smaller vessels...

5 Replies 8,020 Views

A side note is that the different ages are reached by researching technologies, so you really want/need to do a lot of research to open the Age of Ascension locked techs. The tech tree shows a progress number (20/32) towards the next age. As far as I can tell, what techs are researched doesn't change the progress towards the next age, just the total number. It can be frustrating to have a colony ship waiting there and be unable to use it.

5 Replies 18,208 Views

I run an 8c Ryzen 1700x and have 32 GB of ram- no stuttering on any of the 3.x versions. I do run the game off of an NVME drive (Samsung 960 500GB M2) and I would highly recommend spending your money on faster storage rather than more cores. That being said, GC is one excuse to buy a 16/32C cpu, as the game will try to use those cores.

2 Replies 16,585 Views

Looks like it would be reasonably simple to add a base level of food production per planet to a tech tree as a starting basis. And Earth is only at 7.5B now with a fairly flat growth rate per the last fifty years, so the population from a capital and 1 extra city would seem to be reasonable.

14 Replies 47,045 Views

That's in the base game. I suppose that it would be fairly easy to create a mod that simply gave you 1 or 2 food per planet as a base production. Or maybe an economic station mod for "hydroponics" to add some food production. At this point, for any planet under 12 class, you'll only need one city to max out the population on that planet.

14 Replies 47,045 Views

Food is a way to increase your population per planet by letting you build more cities (4 food required per city). With crusade, population is only used for raw production or colonizing. The "arable land" tiles can be farmed to add to the food supply, and all other food tech enhances the food production from these tiles or city population. I have found that the larger the planet, the more likely it is to have "arable land" tiles. Additionally, you can research tech to give all of

14 Replies 47,045 Views