Only factions and ships? No mods?
AlienFromBeyond
[quote quoting="post"] Prior to 1.1 as I was told by Joeball123, the population effect on raw production was a non-linear function, but its peak efficiency was pop 10. [/quote] Population used to give Production in this manner, but well before 1.1. Patch 1.02 is where this change happened, so that change has been in the release version of the game for a couple of weeks already. It's just that people are now starting to understand just how good production, and thus popula
Either pick a faction with Patriotic or be Malevolent and invade the crap out of people for unlimited Morale. For the really big maps, there aren't really any other choices.
Can't say I really see this point of this. Seems a little shady anyways.
Yes, Patriotic just completely removes the LEP. You could also get the Malevolent trait that gives you +1 morale for each planet you invade. The LEP is -.2 per planet, so with the trait each planet you invade is net +.8 morale to every planet in your empire. That means each invaded planet can support 4 others in terms of the penalty, and invading planets equal to 25% of your current empire shouldn't be that difficult.
[quote who="marigoldran" reply="2" id="3561636"] Can mods be uploaded onto that? But glad you told me. Thank you. I'm going to start reminding the modders about that (unless they know it already, in which case, excellent). [/quote] Yes, all the modders know about it.
As much as I agree with a lot of the points marigoldran makes, I can't help but ignore every post because I am tired of the ALL CAPS YELLING.
[quote who="Seilore" reply="10" id="3561237"] Quoting a0152570, reply 9 Wondered about that also, or did they just start with a bunch on $ and buy them, Haven,t taken the time to use the console and check it out yet. Mine are appearing when their is no shipyard so you can't buy them and p
I recommend at the very least renaming planets as you get them and giving them keywords to inform yourself what each one is specialized in.
[quote who="18Zulukiller" reply="19" id="3559072"] As in any single player game you've got to have house rules and control yourself and not go for the min max effort all the time (role play a bit). [/quote] Any single player game? Give me a break, there are many where that's not true. Hell, many push you to find any advantage you can, they just do a much better job of limiting the upper limit of breaking the game.
[quote who="Yeller123" reply="3" id="3558809"] The synthetic population cap still doesn't work though right? Once that's fixed it will weaken them quite a bit. [/quote] It's fixed in 1.02 in fact. Which means Synthetics will be down to 2 extra free points, as they'll still have no need for Growth, but the Food reduction works on Synthetic Population Cap, which with needing to finally care about the pop cap in 1.02 means taking the "Food" reduction isn&#
Hell, that's even better! You've made me a happy man tonight [e digicons]:grin:[/e] .
[quote who="Lavo_2" reply="168" id="3558314"] Quoting AlienFromBeyond, reply 167 Yes, I know the effects of the Hyperion Logistics System, I can read the effects tooltip just fine thank you. What I was asking was whether it had been changed in this patch, because I didn't see anything in the notes and from what I remember fr
Have you been getting any techs to increase capacity or reduce mass cost? The fighters are an auto-generated blueprint you can't interact with like the default ships in the game, and if they can't hold the bigger and better weapons they won't use them.
Don't forget the AI can make demands of you like destroying a starbase near their stuff or claiming nearby relics, but you can't do the same to them. It sure seems like the 3rd talking option in diplomacy is for such things, but I have never, ever been able to click it.
[quote who="Sansloi37" reply="163" id="3558209"] Quoting AlienFromBeyond, reply 152 Did the Hyperion Logistics System improvement get changed? I could have sworn that it benefited all ships built, not just ships built from the shipyard it's contributing to. Yes and no: the -1 logistics co
Nice find, I wasn't sure which files to look at. The minor race system being properly class 16 to me is evidence that Iconia and Thala should both be class 16 planets too.
I've always seemed to get a class 15 as well, just never mentioned it between assuming someone else had and that so far that 1 missing tile hasn't affected me enough to bring it up. Should definitely be fixed though, if it says you should get a 16, a 16 is what you should get!
Did the Hyperion Logistics System improvement get changed? I could have sworn that it benefited all ships built, not just ships built from the shipyard it's contributing to. The tooltip for the Hyperion improvements needs to be improved badly as well. It's not clear that the planet with them needs to be sponsoring a shipyard for it to work at all, and the GalCiv2 copy-paste references to building ships on that planet need to be removed with what they actually do.
[quote who="SadfaceSquirtle" reply="15" id="3557691"] As resource-demanding improvements go, the Durantium Refinery and Thulium Data Archive are hardly alone. It's very difficult thinking of a single instance where the Antimatter Power Plant is justified. [/quote] Nah, that's easy. Stick them next to all your Hyperion buildings for a better fleet. Of course, past that there's not much use for them. If it had some sort of level bonus that was interesting maybe it&
You can still sort of bypass range still. If you have two planets that are far enough apart that the range for the ship wouldn't let you pick a destination between them, you can still travel from one to the other because ship range doesn't get checked for pathing, only for whether the target destination is valid. In non-circle empires you'll see something similar with ships clipping past ship range to go from one outreaching of ship range to another.
That would make mega-garbage however, so I'd rather they just fix the tooltip name to be what it actually is, Production, and then have a spot on the planet UI with Influence, Approval, and the like for Production.
Definitely sounds interesting, only thing that worries me is the "central black holes" since antimatter only appears around black holes limiting where/how they spawn could unintentionally change things up.
For some awful reason they changed it to Total Manufacturing when the actual effect couldn't be farther from the truth. As far as I can still, it's still a plain Base Production increase (the same number that Population gives). Total Production was inaccurate (made it sound like it was after multipliers like from the Government techs), but at least was referring to the right stat.
[quote who="trims2u" reply="56" id="3556435"] Also, I noticed the patch Nerfed both the Durantium Refinery and the Thulium Data Archive quite a bit. Both had their adjancency bonuses reduced from +3 to +2. And I think the Refinery's Base Manufacturing bonus went from +4 to +2. I *think*, but have to verify, that you also tweaked the Manufacturing and Research Capital improvements. [/quote] Durantium Refinery nerf seems to be a bit much, having