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).
williamameling
Another really good way to do better at research is build the "Bob" Wonder, it requires that you research Strong AI Tech, and adds 300% to the base research at ALL of your Core worlds, plus nice adjacency bonuses to neighboring tiles. See the following Discord message, it also gives the list of Techs that you need to research to get to Strong AI Tech. https://discord.com/channels/2999424860
Very nice set of additions/changes, but still no improvements to Asteroid Mining yields (or at least it was not mentioned), and NO (not yet) to Hyper Gates inside a Sector. Thank you for finally putting Supply ships into the game.
Where you run into problems, is when you have Two (or more) Worlds that so good that you have to make Cores out of them, but they are in the same star system or nearby star systems, say 2 Precursor worlds of 15 and 18. Worlds like that need to be developed, which means they have to become Cores, in order to build on their surfaces. The problem is that they will split the local colonies sending resources to them into two parts, which leads to smaller available production values for eac
One idea to help get the Penultipox mission research done fast: get several Research Mission ships lined up to complete at about the same turn, as well as when you current research project is about to complete. You can que up the Mission ships in the ship yards, and then before they finish, move other ships ahead of them in the que. This way you can get the ships ready to come out, but save them in the que until you need them. Then bring the Research Mission ships out of the shi
I had the Orb of Draginol on TWO different Worlds in a 0.55 game, and I built the Orb of Draginol on the surface of one of those Planets (that was close to my Home World in that game), which gave me an Artifact called the Orb of Draginol. Then I activated the Artifact, and I got what looked like a Space Monster Hive that was labeled (or named) "Tear in Space" and 4 Fleets of Space Monster Ships. I think that the Tear in Space links to the Pocket Universe. (Sort of like the old Master
When I traded for the Tech that enables using and trading the Diplomatic Points, I thought I was supposed to get 100 points to start with, and I think that I did not get the 100 points.
What graphic screen resolution are you using, in particular are you using the 4k UI option? I suspect that their graphics and texts were created for the 4k UI mode and may not work as well with the older UI resolution, i.e. parts of the text having problems being displayed properly.
The new Tech Library is a big help (THANK YOU), but there is one thing that make it a lot more useful: Each Tech description should also tell us what Tech they came FROM, in addition to what Techs they unlock, i.e. lead TO. Telling us how many research points is needed for a Tech is something that we have wanted for a long time. Thank you for that also. It appears that all of the Techs in the game are listed in order of how many research points you need to get them. Not in any
There are a lot of Techs that are either empty or do not seem to do anything. When will we see more of them get filled in and/or implemented? In particular, all of the Drone Techs after the 1st Drone Production Tech (that produces Drones, which can be used to unlock certain high level Techs, this Tech works), seem NOT to work: increases in Asteroid Mining Production and ways to send Production from one Core World to another World via some form of a Drone, etc. Also a l
In some cases, but not all apparently (for some other players), there is a fix that works for me: hit the ESC key, this may take you to the menu screen where the Load and Save Game screens are greyed out (i.e. they can not be chosen), then hit (left click) the Victory Status button, if it is not greyed out, and after you leave the Victory Status screen, you can now do your turn. Try it, it may work for you. Other players have a different problem than I sometimes get. I ha
I have found a 2nd World (a Precursor Lab World) with a Orb of Draginol in the same game. So there are probably even more of them in one game, particularly since I was told that the Drengin also had one and was a threat. I wonder if the Tear in Space that you get to the Pocket Universe could be one of several Tears going to Pocket Universe, and that whoever can control and use them might have a very fast way to move very long distances by using the Tears and Pocket Universe. T
OK, I originally thought that it was a number of other players had had the same problem. Now I am beginning to understand that it is only one or a few players that have had that problem.
There seems to be more than one problem currently in 0.55 GC IV Alpha. One problem is that an AI Race sometimes never finishes it's turn , probably it's movement subprogram for one of it's ships has a problem generating a legal order (according to GM Carrie), and so the next turn never happens. I have found a solution to being to continue your turn, for this problem. Hit the ESC key, this will take you to main Menu, the Load and Save buttons are greyed out and can NOT
It also requires 80 production per new Yor population.
I do not do auto movements of my fleets to attack Lightly Defended or Heavily Defended Precursor locations. I will give them orders to move next to those locations, but I leave the actual battles to being ordered by me manually during my turn, which they get resolved and reported immediately to me then in the middle of my turn. That way I can save the game before any problems happen as a result of the battle. It also prevents problems like you just experienced that get tangled up in t
Thank you, I have using your old version a lot, and referring other players (on the Discord) to the old version.
The text for Conscription Policy has a typo: "excepted" should be "expected" I think. Also the problem with not being able to use more than 5 of the Artifacts in the bottom right hand corner of the main screen is still there. If there are more than 5 choices only the right most 5 of them can be chosen. This bug has been reported several times by several p[layers, including me going back to 0.40. It may show and act right when you first get a new type of Artifact, but after
When are the Drone Techs going to be implemented? In 0.4 and 0.45 Only the 1st one Drone Production Tech does anything, the others seemed non functional.
You need to update the text for Artificial Gravity to make it plain that Small Hulls can be produced with this Tech, and change the text for the old Tech that enabled Small Hulls to be built, since that Tech no longer does it.
I could not even tell if the Deep Investigation Ideology was actually working (and I was using it a lot), and now you want to reduce it's supposed benefits!?
A couple of related suggestions/ideas: A Survey result from exploring Anomalies that increase the Logistics Point limit of just that ship(fleet including that ship), or increases the Range of that ship. A Logistics or a Supply/Range Module that can be put in a ship design that increases the Logistics Point limit of that ship (or any Fleet containing that ship), or increases the supply range of that ship or any fleet containing that ship. As a comment, I think that the
The Culture Points are much harder to get for most players.
I think that some of the Drone Techs, once they are implemented in GC IV, will give us the ability to move production between Worlds, etc., but until the Techs actually work, we do not know the details, we can only guess from the names and limited descriptions. We can try to extrapolate from how things work in GC III, but that is only a guess. I have researched those Techs several times in 0.4 and 0.45 GC IV, hoping that they worked, but NOT YET. Only Drone Production Tech doe
In 0.4 Earth's Shipyard could take population from Mars as well as Earth. However, Mars sent it's production, including from Asteroids that were sending production to Mars, to Earth and from Earth it got sent to the Shipyard. If Mars was a Colony it did NOT have it's own Shipyard, and making Mars into a CORE world is a BAD idea in 0.4 as well as in 0.45, Earth needs the additional production from Mars for Earth's Shipyard. In 0.4 the Colony Worlds were often growing to 3 and 4 populat