One of the purpose of testers is to try to find crashes, so it doesn’t crash when it comes out. This breaking the game.
admiralWillyWilber
Check four again it should only be three.
The purpose of a passenger ship would be the same as in two, or three. Would be to move population around; except, it would be reverse; instead of less populated worlds it would be more populated worlds. Not so much for colonization as it would be to keep from starving, happy, and so you could colonize more worlds. You could start out with more colonists if you like.
[quote who="williamameling" reply="7" id="3812051"] Just the normal default invasion routines. It also still shows as a Class 26 on the Game Map, and when on the Planet Map screen. [/quote]what are the routines planetary bombardment was in two, and three.
[quote who="williamameling" reply="3" id="3811896"] Since it was a Class 26 World with only 19 Tiles currently available, I thought that a possible explanation might be that there were another 7 tiles that could be terraformed into usable tiles. Which is why I mentioned that I had 4 different ways to terraform tiles, as I have done and used already on other planets that I owned. There are still one or two more ways to terraform that I have not yet researched (definitely via the gene rese
[quote who="williamameling" reply="1" id="3811837"] I conquered the Xeloxi Home World, it showed as Class 26 on the main Game Map, yet afterwards when I start trying to do things on the World's Map, it only had about 19 usable tiles, with one tile that I could terraform (when I have at least 4 different terraforming techs). [/quote]did you use planetary bombing
This sounds like the same bug in galactic civilizations three. Where the computer wouldn’t destroy, or move its shipyards when you take a planet.
I agree this could help solve the food problem.
I think this is either a performance issue, or a bug.
[quote who="williamameling" reply="18" id="3812028"] You just doubled the production cost of an Asteroid Miner (10+5=15 (old) to 10+20=30 (new)). Even if you can assign it to a cluster of 3 asteroids (which is normally the maximum you can find (more than that is extremely rare)), it will now take 100 turns to pay off the investment instead of 50 turns (ignoring production modifiers of the Core World that eventually gets the output, as well as ignoring any losses for distance). Smal
[quote quoting="post"] *** UNRELEASED *** A huge thank you to all the people who have played the Early Access Alpha build and provided feedback. A lot of the work that went into this update came straight from your requests and you have already made GC4 a better game. NOTE: This update will break save games. We do everything in our power to maintain save games. We know you put hours into them and don't want to have that progress lost
[quote who="Seilore" reply="33" id="3809303"] Starbase says I can upgrade, however, no available modules to upgrade... Reduced 15% Original 1920 x 1080 <div class="mes
[quote who="ScrivenerOfLight" reply="26" id="3809233"] Not sure what caused this, but at turn 6, Earth is no longer a core world and has no governor... I was able to assign one of my ministers as governor, and the improvements and queue is just as it was. All but one of my citizens formerly on Earth have gone missing. The top right is showing 1/0 citizens, with the Next Citizen ready in 13 turns. [/quote]so someone killed Dl. Bradley.
Well to begin with taxes being 25% is not what is subtracted.
I kind of felt that the designer was a little slow. It would s sometimes slow in three too.
I agree there should be a minimum number of turns before they could appear like in galactic civilizations 3.
[quote who="ckhenson" reply="2" id="3811381"] Can core worlds be selected, or are they automatically the largest planet in the system? [/quote]they are the ones you assign leaders on.
[quote who="williamameling" reply="1" id="3811378"] ONLY the Core World that built it contributes to it. Everything else gets funneled through the Core World before it gets sent to the Shipyard. Which means only those Colony Worlds and Asteroid Mining Bases that send their output to that Core World matter. Anything that goes to a different Core World will be sent to a different Shipyard, assuming that it has a Shipyard. So do not make those really small size C
[quote quoting="post"] It looks like every Class I and II planet has been colonized by the AI opponents. Is this going to continue? Are the AI opponents going to claim every desolate rock? [/quote]what turn are you on.
[quote who="admiralWillyWilber" reply="15" id="3811233"] In a setup up like this our improvements Need to bu duped up to pick up the slack, not nerfed. [/quote]wow what stupid spell checker. Supped up
In a setup up like this our improvements Need to bu duped up to pick up the slack, not nerfed.
[quote who="Imperious-Leader-1" reply="13" id="3811174"] Oh I agree. Industrial sectors giving +1 % is pretty lame. Same with farming sectors, just feels very underwhelming. For industry, I've been using Fusion Power Plants and Elon's Lift as hubs. But the former takes forever to build; and with the later, you only get 1 per Galaxy. There is probably more improvements we'll be able to use as hubs, but I can't tell because we don't have access to the Tech Tree yet. [/quote]10% and 20
[quote quoting="post"] 1. Does anyone know how many sectors per map size? 2a. Does anyone know how many modules per ship size? 2b. Speaking of which, which techs give you which ship sizes? Specifically I'm looking for small and medium. [/quote]i think one per map size. Hopefully that becomes an option. I would like to turn that up. 5 for a cargo ship. It depends on size.
I can’t verify my email from f they won’t send me an email.
Well with all this censorship. Stardock could take advantage of all those who don’t want to be censored.