As the tech trees are different for each race, having one wiki page would be less helpful. There a mod at Nexus to show your current tree.
dlapine1
AdamMG is correct, you should be getting some tourism income from day 1 from your capital world, unless you have some custom race?? Researching tourism enables the tourism buildings for all the other planets. Plus, there's a galaxy wide special and per race special building for tourism to up the levels
What can help is going into the list of planets from the civilization tab and sorting them by happiness. Adjust your taxes for the desired effect and watch the happiness rates change on all the planets- For planets that are too low, add extra entertainment buildings there if possible.
Have you built port of call on any other planets? Tourism is based on a percentage of "infuenced" hexes but you have to build buildings on each panet to take advantage of it. The home world potentially gets 2x tourism from any spaces directly connected to it
I'm laughing as I image how resistance works in mitigating culture flipping. Sees ads for average family home in US, "propaganda" is the response from the North Koreans. "Potemkin village" from the soviet union, etc. Tries to sell french bikinis and racy movies to Texans- "y'all ain't from around here, we don't go much for that" It's a realistic mechanism and I didn't realize the game had it. Now what builds resistance on a planet besides the academy?
Yes, I agree. Economics now has a much larger role, especially if you consider special resources, minerals and food as part of your economy that you'll need to manage. Harvesting your own monsantium or harmony crystals means that you aren't dependent on an outside civilization for essential items, but also means that you need to find and colonize those types of planets first.
Because the game is intended to provide lot's of possibilities, the ship design allows for lots of options and can get complicated. A non-obvious thing is the ship classes; in combat, the classes actually have very specific placement and roles and can greatly affect the outcomes. I have a link to the wiki with more detail around here somewhere that I will add later, but the simple easy arrangement is to have some ships with defenses (and some attack) configured as</stron
The update is nice because now you face a choice- money for better starbases or money for other things. I appreciate the lack of constructor spam as well. In addition, with administrators being scarce, each star base matters a lot more. Using the old system, adding one more starbase was trivial; now it's choice between a starbase, a planet, or a survey ship and that makes for a more interesting game. If I can have just have everything, then why wouldn't I? Making some hard choices (a
Welcome to the community! I'm glad that you're finding the game fun and challenging. For the ship designer, I'd note that all ships have a cosmetic side and functional side. No limits on the number of parts for the cosmetic side, but the functional side is strictly limited in total capacity per hull size. You can do research to gain techs that shrink component sizes (per item class) or increase the overall hull space so you can put more items on any ship. A key to success in this game
The default, unused tiles should neither give nor receive food bonuses for adjacency for this. If the tile itself has a special bonus, that tile could be bumped up.
As noted above, i'd go with: Have the unused available tiles on each planet produce food by default This forces a great choice on the player- as you develop the planet, you trade farming space for other functions -construction, research, influence, etc. These would need to be completely unused, so special tiles with resources like monsantium wouldn't produce food, regardless of their development status. Shade the production up or down for desert, toxic o
Do these need to be videos, or are you interested in some general & specific game play information via text?
[quote who="EmperorVir" reply="7" id="3700080"] Quoting dlapine1, reply 6 Hmmm, seems that my approach is unusual. Don't make any military ships at first, build constructors to mine and trade techs with the civs to earn enough $$ to hire a merc or two with the resources I mined. I don't normally start to build m
Hmmm, seems that my approach is unusual. Don't make any military ships at first, build constructors to mine and trade techs with the civs to earn enough $$ to hire a merc or two with the resources I mined. I don't normally start to build military ships in general until I have some capacity and speed boosts. if a civ does declare war on me, I'd like to be able to build a response fleet with good tech and send it out to meet them. It does help that I build and position awacs typ
[quote quoting="post"] ... With the game still relatively new, I might have a general on all my colonies, and maybe 5 or 6 corvettes and a military academy, but there hasn't been enough time to build more than that. They show up with bigger fleets and better tech. If the planet withstands invasion, they simply keep showing up and destroying whatever ships I can put on to defend. ... [/quote] What's early game imply for you in say game turns? or in number of p
With the change to farms so that bonuses now add only +0.1, it's probably more useful to put the city in that spot and grab the 30% pop cap bonus. That way you need less city tiles and can use the extras for farms, where the +1 food base from a farm is big for food now. I didn't like the change at first, but realized after a while that in real life, farms don't really care about what's next to them, but cities do. Now I worry about farm placement only to ensure that they buffing some
I've seen some less wise choices on war declarations, but nothing that, um, avoidable. It would seem that adding a heavy weight against that behavior under those circumstances would be possible. I would ask, will the AI currently attempt to create and add a commander to one of their large fleets when it's in a war-time scenario? I ask because I've not seen an enemy fleet with a commander at any time, and adding a commander to my main attack fleet is one of my usual strategies
To be fair, having at least a low level of intel (via espionage) also let's you "see" the actual ship list stationed on any given enemy planet, and that can be very helpful in designing and possibly buffing your attack fleet. I've several instances where the enemy had 15+ ships on a planet, and had I gone in blind, I'd not have been happy with the results.
[quote who="Rhonin_the_wizard" reply="24" id="3699112"] Quoting BuckStrider, reply 23 *snip* Forgot about that option, but my comment still stands. Even a spy has to travel to (and land) see the tile layout. If you are talking about Crusade, that's not how it works
Um, will these be in the next release of GRM?
Well, I would note that the lack of a planet that had certain resources in MY empire, has been the downfall of many another empire that happened to have one planets handy. Culture flipping a single planet with a culture focused starbase is another option and quite doable since V2.0 and it rarely is enough to start a war, if you're not in mood for that but still need some specific resource.
The extra durantium is for the special variant of the Kinetic weapon used to get the high damage and is in-line with what you'd pay if you had researched that variant and added to your own ship. I think that kinetic variant costs 12 durantium each. The advantage for the merc is that you don't have to wait on the research to get a ship so equipped. 8 kinetic damage from a single ship is pretty massive early in the game
If you mouse-over the enemy planet, you'll see a listing of the number of enemy legions stationed there, so you can plan your attacks accordingly. When I start out to conquer a civilization, I plan the approach with transports based on which planets do and don't have legions. During the early to mid stages, no civ that I've seen is completely covered with legions (older planets have had the opportunity to station a garrison or two), so there should be easy and hard planets. If you sim
Started a 2.7.1 game last night and saw very effective colony ship use at the started (AI at gifted levels)- enough so that the AI may hit some admin point limits. Be interesting to see how it makes balancing choices to get more admin points as the game goes on.
Ran into this as a side issue- tried to move a colony ship there to pick up excess pop and accidentally started a war with the race that I had just successfully flipped a planet from- just because their ships hadn't left. I'd throw my input into having this addressed one way or another.