As shown in the first screen snapshot below, the Warforged faction says "Crime increase based on the member's Social." Before I add a leader, the Crime increase is 0.2%. As shown in the second screen snapshot below, after I add a leader with a Social value of 0, the Crime increase goes up to 0.3%. Why? I would think that adding a leader with a Social value of 0 would not increase crime. <img src="https://cdn.stardock.us/forums/64/79/6479257/263fd6a0-8f67-4edc
PaulLach
I would love to understand how the game sets the cost (in control) for recruiting new leaders. The screen snapshot below shows two leaders that I can recruit. Why does the one on the right cost 701 control while the one on the left only costs 218 control? The leader on the left is better and only costs 30% of the one on the right!
[quote quoting="post"] 08/01/23 | v1.66 Changelog Gameplay Colony decay doesn't begin until 10 tiles. Decay rate reduced from 4% per tile to 3%. [/quote] It does not appear to be correct that "Colony decay doesn
In the description for the Free Trade agreement, I believe the word "though" should be "th r ough".
I just noticed a few oddities with a mining starbase I constructed and I was hoping someone could explain them to me. The first screen snapshot shows a mining starbase that I constructed. Notice that it says that I get 1.2 Elerium and 0.2 Durantium from it. The second, third, and fourth screen snapshots show what I am getting from each of the resources that are being mined. Question: Why does the first Elerium resource provide 1, but the second Elerium resource and the D
[quote who="Zabik_2" reply="1" id="3898582"] Thanks Scifi! This did not work across multiple games, right? [/quote] I also started a new game under 1.65.458686 yesterday and the Orbital Prison is not reducing crime for me either.
When a core world gets a new citizen, the game automatically assigns the citizen to a "job" (worker, scientist, etc.). Unfortunately, the game is not very smart at assigning the new citizen to a job that a) is needed, and b) they are good at. For example, the first screen snapshot below shows that the most recent citizen was assigned to the Entrepreneur job which boosts the world's income based on their Social trait. The second screen snapshot below shows that the most recen
The text for the Obedience trait is too long for the available space as shown in the first screen snapshot below on the left. The second screen snapshot below on the right shows that the text for the number of required culture points is in a fixed position (same for both). The text for the trait should be limited to the space above the line showing the required culture points. <img src="https://cdn.stardock.us/forums/64/79/6479257/89cd23b6-cd18-4fb8-9ba1-6ac7eb5a01b5.png"
The Ancient Survey Module (first screen snapshot below) says that it allows you to give any ship the ability to survey anomalies. However, what it doesn't say is that the ship will lose that ability after some number of turns. The second screen snapshot below shows that I have given the ship named The Lash the ability to survey anomalies on turn 89. However, the third screen snapshot below shows that the ship has lost the ability to survey anomalies sometime on or before
[quote who="RammaStardock" reply="2" id="3896932"] thank you for the notice, ill make an edit, there was a last moment change so the last note is the correct one [/quote] Actually, I think the correct entry should be a combination of the 2 with the cooldown going from 5 to 3.
I moved the Command ship named Skyfire to a world named Brachyura because it gives +30% to manufacturing. When I looked to confirm that I was actually getting the +30% to manufacturing, I noticed that the name of the ship was "Commander_Skyfire_Name" (see first screen snapshot below). Note that I also have the Command ship named "Iron Fist" stationed there and that name appears correctly. The same issue occurs for the Heart of Conquest Command ship which affects approval.
[quote quoting="post"] Ship balance: General balance pass on weapons and defenses and hull sizes to make larger ships more cost effective. Beam accuracy increased from 75% to 90%. Beam Cooldown reduced from 5 to 4. Beam range reduced from 3000
Before I start playing the Insiders Edition each day, I check the version and I have a question: For those of us who are playing to help you debug and improve the game (in addition to playing for pleasure!) when we see a new version, when should we start a new game and when should we continue playing an existing game?
[quote who="Illauna" reply="8" id="3896760"] Thats not what I meant. There is an automate button that works well with rally points. [/quote] I found what you were talking about and you are right! Once I figured out how it works I am saving a lot of time and have eliminated a lot of the tedious tasks associated with positioning ships after they are built.
[quote who="Illauna" reply="6" id="3896674"] just wait until you find the automate tab next to trade on the Civ screen [/quote] I currently do not do any trading due to my experience with the AI civs offering ridiculously lopsided trades (in their favor) and not accepting what I consider reasonable tradess that I offer. After wasting a lot of time trying to figure out how to get trading to work in what I consider to be a reasonable manner, I have given up on the whole mechan
Bakka, I strongly agree with you that getting a separate popup for each mission that completed during the turn is very tedious and annoying. I have suggested in the past that they consolidate all of the popups for all of the missions into a single popup that shows the results of all of the missions that completed during the turn. Hopefully, hearing the same thing from you and other players will encourage them to devote resources to fixing this issue.
[quote who="Old-Spider" reply="4" id="3896467"] Does that mean I'm supposed to go there or that I'm located there? [/quote] It means that everyone who goes there will see a statue of you with a plaque describing your great deeds. [e digicons]|-)[/e]
I even named one of my rally points after you!
[quote who="Old-Spider" reply="1" id="3896464"] Rally points can be renamed, just like nearly everything else in the game. After creating a rally point is finished and getting back to the galaxy screen, click on the rally point. An information box will appear at the lower-left of the screen. Click on the name of the rally point and change it. [/quote] Thank you! I was trying to change the name from the window shown in my screen snapshot above.&nb
If would be nice if players could name the rally points that they create, either when they create them or later on. As you can see from the screen snapshot below, it is impossible to distinguish between the rally points that I have created given the names that the game gave them when I created them. If there already is a way to rename rally points, please let me know because I have not been able to figure out how to do it. <img src="https://cdn.stardock.us/forums/64/79/647
[quote who="gypsy2299" reply="1" id="3896364"] Is this same turn? Look again next turn for some reasons some actions do not trigger immediately. [/quote] Yes, I checked on my next turn for just that reason and nothing changed. Here he is now, a few turns later:
The Self-Reliance trait of the Individualism ideology does not appear to do what it says it does. As shown in the first screen snapshot below, it says that "Citizens get +3 to their attributes". So, I went to one of my planets (Mintor III) and looked at one of the citizens (Akil Schnell, second screen snapshot below on left) to see what their attributes were before applying the Self-Reliance trait. Next, I applied the Self-Reliance trait then went back to see what impact i
[quote who="Zabik_2" reply="1" id="3896204"] Hey, thank you for sharing. I believe, this could be affiliated to some base faction values not getting multiplied. Could you also share a save file of this specific game? [/quote] Sure. I have played a few more turns, but it is the same game: https://www.dropbox.com/scl/fi/q
The Oppression trait under the Totalitarianism ideology says that "Faction benefits increased by 50%" (first screen snapshot below). The second screen snapshot shows the faction benefits before adding the Oppression trait and the third screen snapshot shows the faction benefits after adding the Oppression trait. While the benefits are increased, they are not increased by 50%. From a player's perspective, if you say the faction benefits will be increased by 50% then I expect
Another possibility to look at is to have an option to toggle battle result icons on and off. That way, players can turn them off to do what they want to do, then turn them back on. The problem occurs when the icon is not the only object in the cell. The program currently looks at the icon as the topmost item that receives the mouse clicks. Therefore, another possible solution would be to cycle through the objects in the cell similar to how players can cycle through