As long as the Asteroids touch each, One Asteroid Miner will start mining for all of them. Only one Asteroid in the Field needs to be inside your Zone of Influence/Control, to start mining all of them. Gaps, planets, Durantium resource locations, etc. can break an Asteroid Field into multiple sections, each of which require a separate Miner. When an Asteroid Miner costs 40 Shipping production to build, and you only get 0.1 mining yield per turn per Asteroid mined, even with
williamameling
True, but only one of them out of an Asteroid Field cluster with several Asteroids needs to be inside your ZOC in order to assign the Asteroid Miner to it, and then the entire Field will be in your ZOC. Do not bother building Asteroid Miners for single Asteroid fields early in the game, concentrate on Fields with multiple Asteroids. Try to colonize worlds that have multiple Asteroids near by.
Sorry, when I tried to add the screenshot to an existing message, it malfunctioned. I do not know how to delete that message (I do not see any command that I can use that will do it). Please any anyone, i.e GM or Administrator, who can delete it, please do so I had the same thing happen before once. I think if I post the screenshot as a separate message it will work. In my screen shot which I will try again in a message just after this one, My (Social) production f
I think that a population unit loaded onto a transport to serve as a soldier to invade Core worlds, remains loaded onboard the transport as long as that transport stays alive, i.e. until it gets killed in battle loses during invasions, or you choose to disband it. So again, the transport does NOT serve as a way to transfer population from one Core to another Core. Unless you want to disband it.
Build a colony (or a construction) ship at the Core world you want it to come from, and use that population unit to load on that ship when it is built. Then move that colony (or construction) ship to the world where you want the population unit to go, i.e. LAND the ship on the planet to make sure it goes to the right Core World. Then DISBAND that Colony (or construction) ship, i.e. left click twice on the ship and then when the detailed screen for information on that shi
0.75 game downloaded and started on Tuesday (as the Altarans), Planetary Stimulas Policy is NOT giving a +20% Manufacturing Bonus, but it is taking the -5% cost for using that Policy.
Without a Tree type diagram, some/many people can overlook checking out what some Techs do, like missing the Strong AI Tech that makes the Bob Wonder/Achievement available. I get the impression that many Players were unaware of it and how useful it was. (It just got changed from +300% to +100% to research, which is still pretty good, just not as much).
The only reason I do not use Old Spider's screenshots more, is because I remember where things are on them, i.e. I have them enbedded in my memory already. Also I now realize that going to the Tech Library and then using the Colored filters is the updated version of the same information that was in those Screenshots, only I can get a lot more info about what is in each of those Techs by using the Tech Library plus colored filters. While the Old Spider screenshots have no internal informa
The Tech Tree screenshots that Old Spider did last summer were useful, for seeing how techs were related to each other, and are still reasonably accurate as to which of the 4 branches to choose when doing a reroll (they are the same as the Focus buttons in the Tech Library, allowing for changes since then). Most player are used to using Tech Trees from other games, the Tech Library can confuse them, until someone explains how it works. What confuses people is Techs
I just checked out Bob in 0.75. It is now a +100% bonus to research instead of +300%. I do not know if your other Core Worlds will also get the bonus like they did before this. Everything else looks the same, i.e. where it is at in the Tech Tree (Strong AI) and what you have to research to get to it (start with Weak AI Tech, and keep researching through 4 more Techs, where the last (4th) is Strong AI). It is still a very nice Wonder that is worth going for, but it is n
It seems like a lot of Players did not realize that the Bob Wonder/Achievement was in the game. It takes a distinct and dedicated effort to research and build it. But it is worth it. I did my best to call attention to it, several times in the Commons-gc4 Discord. Once you get Bob built, you will always be able to substantially out research even the best of the AI Races. With all of the advantages of having very superior tech.
The Bob Wonder starts at +300%, the extra 120% is due to level bonuses from buildings in adjacent tiles. (each level bonus to Bob is worth +10%). (My Bob is getting +12 levels from adjacent buildings). ALL of my other Core Worlds "only" get the +300% bonus to their base research production from Bob, on their worlds. The Bob Wonder also gives a +3 level bonus to buildings in adjacent tiles that do research. (see screen shot below). This shows why the Bob Wonder needs to
Bob is the Wonder (or a Galactic Achievement, i.e. only one per Galaxy) that gives a +300% (that is no typo Three Hundred %) bonus to the base research production to ALL of your Core Worlds. Along with good adjacent bonuses (+3 levels) for research. You need to research Strong AI in order to build it and it costs 800 production to build it. I normally have it built before I start year 3, i.e. turn 105. In my current game I got it built on turn 78. At that point I
You might have problems with other events that try to give you a default type of ship, such as a colony ship, constructor, freighters, basic warships, basic explorations/survey ships, etc., if the design for them is not available to be used, i.e. you obsoleted it or tried to delete it. So leave them alone. You can make modified copies with different names, but not the SAME name, (i.e. you are trying to overwrite or replace the old design using the Same name, do not try this). Those ev
You have to disband the ship to get the population off of it, or use it to build a Colony or Star Base, which also disbands the ship. Or you can get one of the survey results from Anomalies that give you a mission to build something on one of your Worlds and in return you get some some population units (normally only 1 or 2) of an Alien Race, such as the Torian Academy, Baratak Grove, Krynn Altar, Manti Birthing pool, etc, on that World. I tried to design a Passenger ship that
Maybe those saves are from old games that will not play after the upgrade. If you start a brand new game and then save, can you load that save? If you want to play older, but still 0.70 Saved games, you will probably have to play using the stable branch, rather than the Test Branch. added: It turns out that the versions we could download yesterday (Wed 5 Jan) have a problem loading a saved game if you are already playing the game. The only way is to exit the game to de
I would like to suggest changing the 3 components that we get from Molecular Printers Tech, i.e. Leaching Field, Point Disruption, and Integrity Disruption, each of which gives a 50% reduction. At present each of them can have multiple copies of the same type in a Fleet. Do you really want just 2 of the same type to give a 100% reduction to it's affects on Shields, Point (Missile) Defenses, or Armor(defense against guns)? How would 3 or more copies of the same type work, it is hard to
I have wanted Citizens to give some points of their basic type (like they did in GC III), but scaled by their personal stat in that area, so that those personal stats mean more and are more useful: say dividing the particular Stat for that citizen by 10, i.e. an Intelligence of 6 would give a 0.6 research point to a scientist, and a 5 in social would give a 0.5 to social production if he was a worker, etc. I have suggested this several times.
I tried to delete it,but I could not see how to delete a forum message. However, someone seems to have deleted it for me. I am not sure what my mistake in trying to post the screenshot was. Perhaps it was because I tried to post a cut down in size screenshot, i.e. I think that I had resized it to 80% in both dimensions.
As of version 0.70 Population Growth has become a much bigger problem. I will try to discuss various things that you can do. Others please add any additional ideas, methods, comments, etc. The Colonial Clinic +30% to growth, can be built at all Core Worlds except your Home World. There are two Tech Branches that you can follow, the first is a lot shorter and easier: Hyperwave Radio opens up the Policy Screen from which you can choose the Coerced Colonization Policy for