That event was causing a similar problem in 0.4. Just take the free leader is what I do, rather than get another very small colony world that is a drain on Food supply usually. That event existed in GC III, there you did get a small colony/oupost with 5 population on it, that you had to move off before they died (at a rate of 0.1 per turn) to other Worlds that you owned. This was easier with the colony ships that could carry 3 population in GC III. In GC III that event's greatest value was th
williamameling
Just left click several times on the ship in the little window that shows the ship or fleet, and it will take you to a screen that shows all of the equipment that is presently on the individual ship, i.e. all of the stuff that you have added by exploring/surveying, fighting battles, etc. Each Drone Bay will enable you to carry 2 more Interceptors, which can be lost in combat, and then gradually replaced. The window for the ship should show something like 0 / 2 fighters, which means t
(seems to be solved) BAD Memory Leak in 0.45 when it was first released. Version Alpha 0.45.188581 I am playing the GC IV on the Test version track after downloading the new test version 0.45 today. It has the new version of how to choose your next Tech to research. It also had a different setup screen for the game. I choose to play ARM with HUGE for Sector Size with 16 AI Races at I think it was gifted. I am using the Test version icon to start up a new game. So I am de
How about adding to the game a Military Star Base Module that increases the number of Logistics Points that a Fleet can have, BUT it only works inside the range affect of that Star Base. The problem will be what happens when that Fleet leaves the range of effect of the Star Base, does it have to remove ships or does it keep the extra ships but can no longer add ships that put it over it's normal limit, i.e. without the affect of the Star Base module. There is already a Tech fo
Why is there no Minister for Defense? You have a Minster for a lot of other things, but not Defense.
I am trying to kill off the Xelosi completely. I have captured all of their planets, including their HW. They only have one star base left, that I can not find in the star system that matches the name (or in any other system in that Sector), in fact, I have a Star Base in that star system that matches that name. So I strongly suspect that they have a LOT of small, i.e. Tiny, and a few Cargo Hull ships, and they are all hiding in the Shipyard that belonged to their Home Planet, which I have ca
A 3 slot Passenger Module would make it impossible to combine with a Colony Module (also 3 slots) on a Cargo Hull design since it only has 5 Slots. However, it might be possible to combine a 3 slot Passenger Module with a 3 slot Colony Module on ships with at least 6 slots, i.e. Medium Hull and larger, unless it is prohibited. So a Medium Hull ship with both a Passenger Module and a Colony Module could carry extra population to use in establishing a new Colony/Core (unless
Will we be able to build operational Hypergates in 0.45? We are unable to design/build the ships we need to build Hypergates within/across a Sector in 0.40.
What I see is that my small Colonies have the same population as their World Class, e.g. 2 on Class 2, 3 on Class 3, 4 on Class 4. So I think that at least in my Colonies which have no Districts and therefore no Housing Districts to change the population caps, World Class is closely tied to the amount of population you will have on them. Now Core Worlds are different, there we have Housing Districts and my populations seem to be a lot smaller than the World Class, so there is more goi
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. I have not even researched any techs for other methods of invasion. Also some of my examples, i.e. the two Precursor special Worlds have never been invaded so far during this game. I have noticed on my really small Colony Worlds that the World Class seems to be how large my populations on those Worlds will grow to, a Class 2 will have 2 population, a
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). Smaller clusters will take even longer to recover their invest
I have an idea that I think solves the question of what does World Class mean, it is the maximum Population that you can have on that World, not the number of tiles available or potentially available. To be more precise, it is the largest number that your population will grow to on that World normally. You can put more population there with Colony Transports and Troop ships, but you get additional penalties to Approval (and possibly to revolt risk, unrest, etc.) by doing so.
I would like to suggest TWO possible ways to help solve our Food problems caused by so many really small Colonies that have no or very little food production. Let us add Hydroponic Modules to our Star Bases, first to feed the population living onboard it, and then with more Hydroponic modules have extra Food production for our Colony/Core Worlds that are short on Food. You could also allow Star Bases to have multiple population units onboard them, if you give them something to
It is not actually building the ships. It just shows the wrong result (it ought to show some really large number of turns, depending on how you handle dividing by Zero production to get how many turns it will take to build a ship there) for how long it will take to build ALL of the designs when I look inside the Shipyard, i.e. I was in one of my Shipyards and I was using the left or right arrow keys to step through all of my shipyards, when I noticed this oddity in that particular Shipyard th
You have to design your own Small, Medium, Large, etc Ships in the Shipyard, before you can build them.
I have/had a Core World, with an attached Shipyard, near a Subspace stream that another Race who has declared War on me can use. I had them conquer that Core World from me, now that Shipyard shows all ship designs as taking only 1 turn to build even though it has NO source for production to use in building those ships. It should show that it is not possible to build there rather than 1 turn for those ship designs.
I do find the the Infinite Range components to be much too powerful for ships that can carry Construction and Colony Modules, i.e. for Cargo Hulls or Large and bigger Hulls. If you still want to keep the Infinite Range components in the game, restrict their use to Tiny and Small size Hulls, i.e. the ship sizes being used to explore distant Sectors early in the game. For larger size ships, only allow finite ranges for them. But give us back the life support components that we use
Give us a way, i.e. a command, to force an end of turn, even when the computer seems to be waiting for us to do something (which can cause unexplained or unfixable freezes of the game. Hopefully going to a new turn might fix whatever the problem is.)
When I first learned about Specialized versions of citizens, I thought it would work something like the following A specialist citizen would produce a raw point of their specialty item (in the case of Food, at least 2 or 3 Food since they need to feed someone besides themselves) per specialist, and you could only have so many specialists of a particular type, controlled by the number of Districts related to that type. These raw points of production would be BEFORE any % gains we
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 resequencer Tech that I have done in previous games of the 0.
If you do not want them as soldiers after the conquest than you can change them to whatever type you think is best for that Core manually. The real question is what population type should they remain in a colony, since you may not be able to change their type in a colony at all. I have tried to change colony populations without success up until now. Maybe that will change with the new version about to start soon.
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).
When we successfully invade using soldiers on a Troop Transport to conquer a World (Colony or Core), afterwards I think our soldiers should remain as soldiers in the newly conquered World rather than become general population types.
A small, but annoying nit, every time I order a ship, or a group of ships, to eject from a World, it always gets ejected to the upper left of that World, which puts it directly under the Name Banner for that World, which makes it hard to see/find and then give orders to that ship(s). Could you change the auto eject direction from a World (or for that matter from a Star Base or Shipyard or Fleet), so it is either horizontal or downwards from the location of the World/Star Base/Shipyard
Now that I am aware that Military bases (for those Races that build them) are making such a Big difference in the apparent strength of the large numbers of Tiny and possibly Small warships, it makes me wonder if that leads to how the AI Races perceive their relative military strength versus a Human player. This could help explain the messages I often get from Alien Races as to how weak my Race is and how easy it would be to attack/conquer me. Therefore it could lead those Alien Races into sta