dlapine1

dlapine1

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

In the planet screen, just mouse over the approval line and you'll get a detailed breakdown of what approval items you have (base and percent adds/minuses). Anything that reduces approval should show up there. Basically, if the population exceeds the current approval level, they become less than 100% happy.

2 Replies 15,056 Views

I have been using the raw production = pop ^.75 mod and I would note that the initially you get an extra, small boost (about +1 raw up to 4 pop) which is very helpful in getting started, and the later boost of about pop/2 from about pop 10-24, and slower increases above that. Doesn't seem to unbalance the game, and given that crusade pretty much forces you to grab any planet with a needed resource (read "at least one of each type"), those 8 and under can still build some things in under 20 tu

37 Replies 91,322 Views

Pirate interactions should take notice of ideology- they would interact with good, evil and pragmatic in different ways, both in the "bribe" stage and "attack" stage. Can't really see any non-stupid pirates asking the Deregin for a bribe to not be attacked... A bold set might just raid the Deregin if opportunity presents, but negotiate with them? Not going to work out well. I do like the idea of disabled ships and possible capture during a pirate fight. Actually, as a p

11 Replies 36,105 Views

Based on tech research, race and what you have access to for crusade do this for decent production: Stage 1 Build your space elevator adjacent to the capitol city. Build your core mine and starport adjacent to the elevator, add a factory adjacent to the space elevator/core mine if possible Stage 2 Build your space elevator, core mine and starport adjacent to a new city for the +2 bonus to all Stage 3 Build your space elevator and core mine adjacent to the new cit

7 Replies 35,084 Views

As a compromise, I've modding the defs so that population produces raw production at X^.75 for crusade, instead of the default x^.5. The curve on X^.75 is such that it levels at about pop/2 once you get past 10 population, so you're not outproducing the galaxy with a single planet, but you get a boost early, when that extra +1 is really important. At levels below 10, it's about pop/1.3. I use this with the expanded cities mod. Now, I have real reasons to spend some research on growth

7 Replies 22,045 Views

If the starting attack/defense numbers for a starbase were along the lines of A2/2/2 D2/2/2, the current amount of hitpoints in a starbase would still necessitate a fleet, but at least it'd be doable during the midgame. It would still require sufficient effort and would not make removing a starbase/shipyard trivial. Currently, I look at starbase attacks as if I starring at the gates of Mordor, wondering if I can get the rest of the army to show up. And I don't feel like that at all for

9 Replies 1,572 Views

The problem for game balance is that I can create starbases with a single 50pt constructor, that a 10 ship fleet worth 1K construction can't touch. And a shipyard is dirt cheap as well. At this point, my priority during an offensive war is to kill any constructors I see first. Maybe if the starbases/shipyard had lower starting attack/defenses with upgrade options for bases where you needed a fortress, and not just a commerce station.

9 Replies 1,572 Views

Great. I find that in a long game with about 20 BoL buildings, that provides sufficient admins to handle the stations I might need for planet groups, resource capture and a few forward stations. Not enough at all to station spam any planets. Sounds like Crusade will change the whole system and that's ok.

10 Replies 43,900 Views

Immense map, fighting the Deregin (Gifted), late in the game (turn 160) Both of us have had plenty of time to fleet up. We are separated by quite a distance (120+ hexes) and I'm attacking them with a few mixed fleets of 5-8 ships (escorts, capital, carriers guardians). Clean off a planet, land transports and move on. Use the new planet to extend my range and refit as necessary. Deregin planet defense is 8-12 medium ships, all assault, and a few fleets of 8-12 ships with a

28 Replies 92,857 Views

[quote who="Syrkres" reply="5" id="3666531"] yep, that makes Bureau better (which I never build anways - Antimatter is so much better). but this would make it more likely to build one. PS: can you put it on Nexus? [/quote] Um, I haven't done that before. I'll look into that.

10 Replies 43,900 Views

[quote who="Frogboy" reply="2" id="3666453"] I like this idea. I wouldn't mind having some late game tech that allowed the player to do what you describe. But I wouldn't want it early game. [/quote] Thanks, I didn't think that I'd could be the only one who depended on starbases. :) As this was my first mod, I didn't want to go for anything all that complicated. I would note that a Bureau of Labor costs 151, once you have

10 Replies 43,900 Views

No replies at all? Maybe I'm the only one interested in this. It was really annoying me, so I created a very simple mod to include +1 administrators for each Bureau of Labor you build. It doesn't do anything else, just adds the extra administrator. I think that all the tech trees have the BoL improvement, so it should work for any race. Why the BoL? Well, it's a unique planetary improvement, and if you're the type to build one for wheel control,

10 Replies 43,900 Views

Guys, help me out here. With the 2.0 announcement about starbase administrator, it was noted that we could build planetary improvements to add starbase administrators. I'm not seeing any Improvement (well, not in the Terran or Yor tech trees) that adds administrators or ups the percentage, just some tech adds that provide a boost for the whole empire. And the only integer add is an early option in the Diplomacy tree. Everything else is a 20% boost. In a gigantic map, start

10 Replies 43,900 Views

Seconded. I asked for this back in 2015. The lack of which hasn't stopped me from playing- but that's the problem! [e digicons]:grin:[/e]

12 Replies 30,394 Views

Once you have multiple ships in the same hex, you can choose the "manage" option and decide exactly which ships should go into the fleet. Note that you need to shift/ctrl click on each individual ship or sub fleet and then select "create fleet". You can disband entire fleets on the manage page as well. As noted above, your logistics limits come into play here. Also, once you have a fleet, if you select an individual ship from the mgmt window (on the bottom left of the screen), you can

4 Replies 16,138 Views

The Scow can be helpful if you have room in a war fleet for it. Shoot, you get the 250 credits even if participates in an anomaly fight. There are a few that flip planets and combined with range extenders, they are very powerful. Other than that, there are a few that stack defenses on the whole fleet, and those are particularly useful at the right times. Remember that you pay no maintenance on these ships, so the fighting ones save you credits you'd otherwise

4 Replies 24,600 Views

By default, new designs go to the bottom of the designer list. There is a toggle at the top to just show your own designs, which helps to reduce the clutter. If you are still not seeing it, it's possible that you have enabled the "allow ship designs with more than the current capacity" option, and I'm not sure if those will show up if you do add a new design beyond what your empire currently has the tech for.

1 Replies 5,129 Views

immense, 100+ turns, started on stock 1.90, reloaded and played fine with the last hot fix. I would note that I needed to remove some mods when I first went to 1.90, as it wouldn't startup correctly. If you are having issues, I'd remove any mods (or clean install) before sending a ticket.

14 Replies 21,421 Views

There is a mod to revert the galaxy size and I do use it. That's not unreasonable. The simple fact that the game can be easily updated and modded is one reason why I'm a founder for GalcivIII. What would be excellent is if the game options now included a "crowded" and 'normal" toggle so I don't have to grab a mod. Of course, that assumes that there is no driving reason to make crowded mode the default style of gameplay. That's why I inquired; if there is some funct

24 Replies 105,319 Views