AlienFromBeyond

AlienFromBeyond

Joined Member # 2391459
3 Posts 102 Replies 467 Reputation

[quote who="Ranger6" reply="48" id="3556404"] "If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything ever again from us." The guy paid 60 bucks for the game. It gives him the right to gripe. As for this being your house, how about you try to remember who paid for the house. Yeah, paying customers paid for your house. The guy has some valid concerns. Instead of attacking him for i

212 Replies 859,118 Views

Yes Yes and No respectively, afaik I have no idea actually They're not supposed to, but they currently do. You could open the diplo screen with someone and see what you can trade to them. There might be something in the Govern window as well Frankly I think it's kind of okay if they stack, the bonuses are all small +5% bonuses that pale in comparison to precursor relic bonuses, the only advantage being they have some effec

6 Replies 36,551 Views

Check all your planets to see if they can build it, I believe I remember seeing one of the pre-req techs mentioning a research building that's the base for an Ascension Gate, so the gate could very well be an upgrade of that building, whichever planet you built that on.

5 Replies 12,761 Views

[quote who="Armand DEL OLMO" reply="81" id="3555487"] Is the Formula still the same? I don t manage to get the ingames number with that [/quote] Nope, it's 2x^0.7 (where x is your population) for how much production your population gives.

84 Replies 652,588 Views

Biggest difference for Drengin is their factories have a military adjacency bonus in addition to the manufacturing ones. The line that leads to Planetary Invasion is also a bit different, with an awesome colony unique building that gives Military Manufacturing (this is a separate multiplier from regular manufacturing, that acts only on the % the planet sends to military as opposed to social). They've also got some different names for techs that are more brutal sounding but looked about th

1 Replies 27,151 Views

I haven't looked in-depth at what's possible, but considering the choices of home system available in custom race creation I'd say it seems like a definite possibility to add another one in there, and then make a new, additional tech tree with the colonization changes you mention. Doing a full tech tree seems kind of a hassle though.

13 Replies 53,144 Views

[quote who="00zim00" reply="4" id="3554486"] If you don't like it, then don't change it [e digicons]:P[/e] Paul didn't want it either at first but people were asking for it, its basically to allow you to turn it off and continue playing if your about to win. [/quote] I'd much rather it be removed so diplomacy/AI can properly take into account what victory conditions are possible. It's not even needed for th

6 Replies 6,245 Views

That's only considering the base range of 5 though right? I haven't had a long enough game for the range increase modules, but you can increase it to 7 and then 9 eventually. I'm sure you can fit more in for a single planet with that, but I don't have the time right now to check just how many is possible.

48 Replies 136,823 Views

[quote quoting="post"] Cumulative Changes - Constructor Module and Colony Module increased in mass cost: 45 -> 49. The least you can reduce this to (early game) is 34 mass, which exceeds the tiny hull's early game max capacity of 33. [/quote] Unfortunately this isn't completely true, Thalan Tech Tree has an additional +10% capacity from Gravitonics tech, so a custom race with that tree + level 2 Dense +

22 Replies 72,648 Views

[quote who="trims2u" reply="36" id="3551907"] (e.g. Food and Approval buildings give base number bonuses, not percentage bonuses).[/quote] Depends on the building, the Malevolent Intimidation Center for instance gives a percentage boost to Approval, with that boost increasing with adjacency. So much so that it and a regular approval building is usually enough for a planet and a bit of extra growth as well.

48 Replies 136,823 Views

That's why I love the Hive building from Thalan tech tree, its flat production can catapult a colony's production, not to mention the amazing total production adjacency bonus. It's like having a second colony capital, except BETTER. Also, I think specializing a planet into a super manufacturer is by far the easiest of the bunch, thanks to Durantium Refinieries. Give flat production, +3 adjacency bonus, and their own adjacency bonus gives +% manufacturing, and since those a

5 Replies 18,689 Views

Hmm, if the approval bonus/penalty to production is additive with other production multipliers, that means Malevolent Thalans (or a custom using their tree) could basically ignore approval (from a production standpoint). My capital in my first real game with this combo had something like +250% or more total production due to Hive + Death Furnace + adjacency bonuses, on top of a slue of manufacturing bonuses, and as many Durantium Refineries as possible so that +1 production gets multiplied to

48 Replies 136,823 Views

I think capital upgrades would go well with the government type tech line. Makes sense as your government develops further that the the physical enclave that it's housed in advances along with it. Not that I think upgrades for your capital are needed, but it's a neat idea nonetheless.

1 Replies 7,666 Views