In Crusade, will we be able to inspect the planet before picking a colonizing event?
Thank you.
Thank you.
... asking that over and over
WHY we aren't allowed to place our damn colonizer on that planet !
As no damn captain would land his colonizer ship on an island, when there are lot of space with wonderful resources elsewhere, would you ?
Special when your scanners already have shown everything, it isn't Christoph Columbus or even the Vikings, who didn't even know where they are and happy they survived ... our colonizers have 1 - 2 000 000 000 people in the storage, just to throw them out on an island LOL
The only legit and honest answer would be from the Devs, because we fu... the code up,
so it would need us to rewrite the code and we are too lazy for it and have no time.
every other answer is a lie ![]()
And I was the one, who asked at the stream WHY, but wasn't really able to understand the meaning of the answer.
ANY GOOD MODDER OUT THERE TO DO THAT, as Brad hate us ![]()
I watched Angry Joe to, and what he was talking about is going back to the ideaology tree. That is not what you are talking about you want the planet screen on you choice screen. Oh stardock makes it so easy to watch every ship on each turn why aren't you doing it. Let's just assume you auto go to planet, and then forget about it; because this is the only way this could be a problem.
Wow, what an knee-jerk response, please read before responding. I already posted earlier that I do hover over the planet but I have no idea what bonus "thecnopod hive" provides or "necros herb", or whatever the tile bonuses are. I have not memorized all these, have you? If so, good for you. Because when I hover over the planet, it just tells me the name, it does not tell me what they do. (And yes, before you get all bothered, those are fake names, because I do not recall real tile bonus names at this time.)
And what does it matter to you? If you are fine the way things are, great. If stardock DID add that helpful tip on the colonizing event screen, how would it ruin your game? I never understand the attitude of people who argue AGAINST adding things to the help the player. Poster #1: "Hey I would like to see A, B and C, please." Poster #2 "No, we don't need that, don't you know you can alt-tab out of the game and google it!!??"
If you don't need it, great, ignore it. But it might help some people. Were you against them adding those hover tooltips in the first place?
And as far as the AngryJoe comment - ok, maybe I misheard, but actually I agree with him, it would be nice to see the ideology tree too before making a decision. Stardock could just make it so that you can post-pone the decision until end of turn, escape out, look around and then make the decision. I don't understand why it is so rigid when almost everything else can be post-poned.
Now that I can get behind. Yes please!!
I imagine something like this is happening, every time I colonize a planet:
"Captain, we've surveyed the planet. There is a large continent with sizable amounts of arable land and a smaller continent with Techapod Hives and some interesting geography that might make a good tourist spot. Oh, and there's also this tiny island, piece of crap really, don't know why I'm even mentioning it."
Then the whole crew sighs as the captain gets out his lucky darts, takes a swig of baathurian ale, and drunkenly lets a dart fly at the science officer's map.
And that is how Tiny Island City was founded.
4X is about min-maxing within a certain set of random circumstances. What you describe is two chess programs going at each other with no randomness at all.
I don't believe that either of us have the authority to define what 4X really is, but your definition seems to eliminate an awful lot of what is currently in the genre. I don't know of a 4X that completely eliminates randomness as much as you seem to need.
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