Most Wonders or Achievements do NOT get level upgrades. There are a few that do, in the Power plants I think. So put them around the outside of clusters of districts, i.e. research, manufacturing, etc. not in the middle where they would be getting level adjancent bonus from multiple neighboring tiles that they can not use.
williamameling
My attempt to post a screen shot glitched badly. So I will be limited to a text response: You MUST do Universal Translator Tech first to get to the Trade Techs, this normally requires meeting another Alien Race. It might be possible to get it to come up as a choice by rerolling your Tech choices (see below) but it is a RARE Tech. After you do Universal Translator Tech, the Ministry of Trade Tech is enabled and can be chosen, it gives +4 Trade Licenses as well as the ab
I would just like to have the option to set an auto update on colonies and the techs for orbital mines, farms, etc. so that they happen when you colonize a new world and when you acquire a new tech that enables them. It is too much trouble to search through a list of 10 or 20 or more colonies to find the ones that you need to upgrade.
Very nice, thanks for a number of bug fixes. Very Nice that improved Asteroid Mining yields from Tech finally work.
When looking at Escort, Capital, Strike, etc. designations for how particular ships behave in battle, i.e. how they move and what they move to try to attack, i.e. their targeting order, we need A Carrier mode, as well as modes designed to attack the other side's Carriers FIRST in targeting priority, as well as ways to split your Fighters of whatever type they are into offensive and defensive missions, i.e. the equivalent of the old Combat Air Patrol (CAP). I have wanted for a long
Since players seem to be confused about how to tell the status of possible choices on the Ideology Screen, I am providing this example, from an actual game. Mobility Rights in Liberty has been already selected, i.e. a Culture Point has been spent on it. None of the others have taken/chosen. The way to tell is non selected ones have a Black Background in the Name Button that gives the name of the Ideology, while the already selected Ideology (Mobility Rights) has a brighter col
If you do not have the Drones, i.e. you have not built enough of them yet, then you can not expend them to enable/unlock the project, and you have to chose a different Tech Project. Once you have enough Drones built (some projects require multiple Drones, I think that I have seen one requiring 5 Drones, I have done Asteroid Factories which requires 2 Drones), then you can tell it yes to expend and unlock the project, or no and you have to do a different project. I have not had any
Some players when they completed a research project because of a survey result such as a +25% to research event result want to be able to change their research project RIGHT NOW before the turn starts so they can have the next project chosen to get the benefit of additional events between the turns. When you are doing and getting multiple surveys by many ships, you can get multiple +25% results on the same turn, and if one them finishes the project, they want to get the next project c
I think that the Wasteland tiles give a -1 to all adjacent tiles.
Suggestion add Drone Bays (the ones that support 2 Interceptor Fighters) to a Tech as components that we can make (at a high enough Tech) so we can put them on our Surveyors that have NO weapons. (We do not find/get enough Drone Bays during all of our survey actions). Also add some of the weapons components upgrades to a high level Tech so we can make them available without having to find them by surveying Anomalies.
Try checking out all of the Policies. I think that some of them give increases to various ideology choices. Also check Techs, Buildings, Wonders, and Achievements to see what they give, there may be some increases to various ideology choices there as well. Particularly those in the Governing areas. Even Leaders that you hire can help. I would expect that you know most of this, but I do not want to miss possibilities. Another possibility is choices made in Race design/c
There is a somewhat sneaky way to get additional Liberty choices by assigning a LOW Loyalty Leader to a not very important colony to make into a Core World. Then every so often he will start disparging you to your other Governors, and you will be offered a choice of actions to take: if you let him continue to speak about you, you will lose 10 Control Points but gain a Liberty choice each time for your possible assignments of Culture Points. Then a number of turns later he will do it again, an
this message was redundant to an earlier message by me (above), so I tried to delete it.
When they made various changes (in both directions) to the size of Tiny, Small, and Medium Ships, several versions ago, they did not adjust the Logistics Points needed versus the amount of stuff they carried of the various special Ships and Prototypes such as the Retribution. They really need to re examine and adjust those ships. Most of them are too small in size (amount of equipment/Slots) for their Logistics points costs.
Interesting, and Thank You. I hope that your work leads to an improvement to GC IV that fixes Ship Range for all ships that do not have unlimited ship range.
I am having the same problem with a Control Relic being studied by a Star Base Lab, not generating Control Points. I reported it yesterday in the sit-rep for 0.65.
Any extra life support range in the old sector at the point where the Stream connects, seems to be transferred into range away from the other end of the Stream in the new Sector. It has been like that now for quite a while in GC IV alpha, i.e. for many versions before 0.65.
I and probably others, have complained before in earlier editions, i.e. well before 0.65, about improved Life Support not improving ship range properly. Supposedly, I have only tried it once (successfully), getting a better government by winning an election will improve ship range (I think that it might have worked).
You can also get an Economic Star Base choice, IF there is a Core/Colony within the starting range of affect for that Star Base. Mining is now automatic for any Resources within range, no more Mining Ring.
You have to research Strong AI Tech. Weak AI, Precursor Relics Analytics, Xeno Computational Theory, Precursor Relic Profiency, Strong AI. Some of them are Rare Techs that are hard to get offered as Tech choices to research. Cost 800 Production and 5 Promethion. I built multiple Industry (100 production each) in the HW Ship Yard to speed up construction. The new Supply ship (coming in 0.65) will make constructing it easier.
How did you make diplomatic contact with them, in order to make any deals with them. Also how far into to the game, i.e. number of turns and amount of exploration done by you, were you?
Take a look at my screenshot (see link https://discord.com/channels/299942486095167489/841714306626093116/913557296943075360) of my HW with the Bob Wonder: I am getting a +420% bonus to research on my HW from Bob (that is correct Four Hundred Twenty %). (I am getting other boosts to Bob from neighboring tiles). Not only that, ALL of my Core Worlds are getting at least a 300% to their research from the Bob Wonder. My next best gain was a +83% from Four Research District
Probably sometime this coming week, i.e. the week after the Thanksgiving holiday (in the USA), since they just released a list of the new changes/additions/new Races/ corrections, etc.
[quote who="williamameling" reply="9" id="3827640"] As long as we can change Policies (that we were forced to choose) later in the game, not too much of a problem, except for the costs(if any) and effects (which we might not like/want ) of any of the available choices. [/quote]