[quote quoting="post"]Final UP vote on "Galactic Domain" act still does not show resolution. Both options are red and no final verdict displayed[/quote] Did someone defy the UP on that vote and leave it? If so, the vote fails completely. (This doesn't seem entirely reasonable to me, admittedly - just because one race storms out of the meeting doesn't mean the rest can't finish voting on it.)
Syrris
If the actual concern is that it's unreasonable to turn the economy around completely from moment to moment (going from 100% manufacturing to 100% research on the spot) then both the wheel and the focus system are bandaids on the real problem: that you CAN turn the economy around on the spot. If changing to your production distribution actually takes time to go through - you can move the wheel/change the focus/etc-front-end all you like, but the actual
It sounds like this is something that happens when you have more than one planet sponsoring a shipyard, but not otherwise? If so, it probably isn't a case of 'working as intended', since all it'll really end up doing is forcing you to remove/reassign one of the sponsors.
I think what the OP is getting at is that the map is largely uniform in terms of distribution. You can set the stars to form clusters, but every cluster tends to have the same distribution of resources, etc. There's nothing in the way of galactic regions that are significantly different except by fluke of the RNG. Likewise, there aren't any galactic features to be found. Many 4X games use this concept in some fashion, whether it's older ones li
[quote who="naselus" reply="3" id="3586538"] The trick is to just build farms. Any planet with [/quote] TBH, that makes some thematic sense - a planet with a low/middling tile count is simply too poor-quality a world to turn into a genuine industrial/scientific/economic powerhouse, but it can still support a decent popul
[quote who="leiavoia" reply="66" id="3585151"] What we should be doing instead is considering points like these: How can we make a "balanced planet" strategy meaningful? Can we think of a strategic reason or gameplay obstacle that necessitates non-specialized planets? If specialization is always the correct answer, then it should come with some sort of inherent risk. What should that
Honestly, it seems that the wheel is there just to be there. You could remove it while leaving everything else as-is. Every unit of population generates 1 each of manufacturing, research, wealth, and influence; specific buildings like factories and banks increase the total in that area just as they do now. Sure, the specific buildings might need to have their modifiers rebalanced a bit, but as someone pointed out earlier, that probably ought to be done any
[quote who="StellioPaultos" reply="12" id="3576218"]My fave has got to be advanced recirculation. Let's see, shall I increase the speed of every vessel I ever own by 1, or... no that is NOT what my civilization needs. it needs to be able to expand 2 tiles further! YES! victory is 2 parsecs away boys, sieze it!! sieze it... slowly.[/quote] I keep thinking that both of these would work better if they applied their + to engine modules and l
The "Prototype Elerium Beam" appears along with the other two Prototype weapons under Weapons Systems, but unlike the others, there's no non-Prototype version later. Following the pattern of the other two, it should appear as one of the components unlocked by Beam Weapon Augmentation, but it isn't there. I don't remember it ever being there, though maybe it was during one of the early beta builds. It's a little less noticeable for its absen
[quote who="hardcore_gamer" reply="21" id="3568999"] That still doesn't explain dumb things like pragmatic nations going to war with peaceful ones for no reason other than differences in ideas. If somebody is willing to got war with someone over a difference in world views than that person isn't a pragmatic. It just makes no sense. [/quote] Erm, have you taken a look at real-world history?
[quote who="hardcore_gamer" reply="15" id="3568807"] To be honest I don't think pragmatic nations should actually get a relationship hit with anybody. [/quote] I think this (among other cross-ideology relationship issues) are already covered by the benefits that the tree gives you; it just comes at it from the other way around. Pragmatic gives things like increased Diplomacy (which partly offsets that particular penalty), war-proofing, penalties to another
[quote who="dansiegel30" reply="6" id="3567886"] I know we all want to reduce SB micro, and some good ideas up above, but by NOT building constructors, then you eliminate the risk and time of the constructor's journey to the starbase. [/quote] Why does it have to eliminate the risk? Under a shipyard-sponsor model the supply line could still be interdicted. The simplest way is to have a 'shipping lane' that can be block
[quote quoting="post"]Make pirates and opposing factions scalable to your level[/quote] There's no point in even having levels if everything else just scales to them.
A star base acts just like a planet when it comes to navigable ship range. Influence bases can be built anywhere and project influence around themselves just like planets do. They're more efficient if placed near your own planets because they provide a boost to that planet's influence growth as well.
As an alternative, changing "Manufacturing" to "Construction" or some other similarly specific term would solve the problem, perhaps clarifying things more effectively than renaming "Production" would.
It's not just the sensor array. It looks like all of them are now scaled to the same range-per-mass, so navigational sensors will provide the same benefit as any of the others without imposing the increased construction and maintenance costs. The "Immune to Nebulas" trait of the subspace sensor does potentially make it worthwhile to add one of those if you research that far down the sensor line, but even then, only one. You might also come up against a situation where you have enou
Xeno Commerce itself also provides the Entertainment Center colony building, which gives +2 morale. This isn't a lot, but it makes a big difference at the beginning, and with upgrades and especially if it's provided with adjacency bonuses it will become much more powerful as the game goes on.
That ideology trait is a one-time event, applying at the moment you take it.
My thought re: limiting the number of sensor modules is that rather than "one sensor module, period", make it "one of each type", with the first module giving a decent radius boost and each successive type giving a smaller boost (so that the number of new visible hexes remains roughly consistent with each additional component). So your "Basic Sensor Array" is enhanced by a "Thulium Resonator" and then a (whatever the third one is called) and so on. This makes the early t
At the time the original post was made (this thread is a 4-month necro), Thulium was showing up as a single system of dead planets which could be mined but didn't do anything. It was later changed to be a standalone resource (and Prometheum added at the same time).
(CCed from the other thread about this.) The biggest problem under the current system isn't that it involves large numbers of constructors or that "Starbases everywhere!" is the intended design - though the first isn't great and the second is debatable. The real problem is that this is combined with a need for the player to babysit every step of the process.
The biggest problem under the current system isn't that it involves large numbers of constructors or that "Starbases everywhere!" is the intended design - though the first isn't great and the second is debatable. The real problem is that this is combined with a need for the player to babysit every step of the process. What I need to make this work as a player is not "Request Constructor" on each starbase. What I need to make this work as a player is a galaxy-screen com