In some of the Ideology trees there are traits that talk about giving leaders "traits". 2 examples appear below. How can we find out what ALL of the traits that leaders can have are and what the impact is of each of those traits?
PaulLach
[quote who="UnclePuffy" reply="4" id="3887237"] Wait, now I think I understand it a bit more...so taxes are what I'm paying ? No way the way things are listed out to me would it make me think that the taxes are something that I have to pay. Taxes here are listed in the same color as everything else, so I thought taxes were something that I collected from my colonies/citizen, not something I had to pay. [/quote] T
Ahhhhhh! Yes, I have unlocked that trait. Unfortunately, with the change to require unlocking traits in order, I have unlocked a number of traits that I would not have previously unlocked either because I did not think they had much value or I did not understand what they did, but I unlocked them because I wanted to get to a trait that appeared later in the tree. Thank you for explaining that for me.
I hadn't noticed it before, but you are right: I did not have any relics in my home system either. The screen snapshot I provided was from a neighboring system.
I created a custom civilization and gave it the Proliferation ability which creates 2 ships instead of 1. I would like to request that, when the ships are created: if there are no ships already in the cell where the new ships go, the 2 new ships automatically become a fleet. if there is already a fleet in the cell where the new ships go, the 2 new ships get added to the existing fleet unless the maximum logistics would be exceeded. The reason for
Is this what you are talking about?
Is the below screen snapshot the item you are referring to? If not, can someone provide a screen snapshot of what a "Relic" is?
The Natural League faction says that, if you add a leader to them, the effect will be a "Food decrease based on the member's Diligence". However, I have added 3 leaders to the Natural League and the effect has been "+0% Food to all our worlds". I think someone should check the code that calculates the impact on food.
[quote quoting="post"] I have discovered almost 100% of my home sector and see zero relics. [/quote] If you are referring to "Artifacts", I can see one in your screen snapshot about a quarter of the way in from the right and a little above center vertically.
Absolutely! "The Lash" heals completely after every successful battle. That is very useful for things like cleaning-out Ship Graveyards.
Within the Authority ideology tree the "Intim a dating" trait should be spelled "Intim i dating" and within the description "Intim a dation" should be spelled "Intim i dation". <img src="https://cdn.stardock.us/forums/64/79/6479257/084eb85c-1f2c-4126-a67b-18d38b018988.png" alt=""
Yes, that does. I did not understand that an increase in Cultural Awareness really meant an increase in the Ideology Discount. Perhaps the text of the popup could be rewritten to say that the Ideology Discount will increase by x%. The Culture Point text is clear as written.
I previously created and saved a ship design with the name "Custom Cruiser 17". The first screen snapshot shows that I have selected that ship design and the popup that appears when I hover over the button with the "+" on it. When I click on that button, I am get the window shown in the second screen snapshot below. As you can see, there are 2 buttons at the bottom: one says "Edit Existing Design" and the other says "Start New Design". Since I wanted to edit my "Custom
This may have something to do with the issue: When I look in the Research Center, it says that I have not yet researched "Battle Cruiser Doctrine" (first screen snapshot below). However, as shown in the second screen snapshot below, I have built Cruiser class ships. It is hard to see them behind the sun, but that is a subject of a different post. Not having researched "Battle Cruiser Doctrine" yet would explain why I cannot see my custom cruiser ship, but it does
In my shipyard, it shows that I can construct a "Swordfish M4" which is a Cruiser class (first screen snapshot below). I wanted to create a modified version of this ship and then construct it. I went into the Ship Designer and said that I wanted to modify the "Swordfish M4". When I was done modifying the ship I saved it under the name "Custom Cruiser 17" (second screen snapshot below). However, when I exited the Ship Designer and went back into the Shipyard screen, my new sh
The good news is that, when you go to use the Climate Purifier, the description says that the effect is to reduce pollution by 20%.
The first screen snapshot below shows that my surveyor found "a Climate Purifier that will remove the most caustic elements from the planet's atmosphere." However, when you hover over the orange phrase "Climate Purifier" a popup appears (second screen snapshot below) that says the Climate Purifier will provide +500 Influence, not reduce pollution. <img src="ht
Does the concept of "Culture Points" still exist after the shift to "Cultural Progression" and "Culture Points"? The 3 options in the following screen snapshot all say that the player will get "+1 Culture Points". What does that mean now?
Here's another one in the Intolerance trait: "neg i tively" should be "neg a tively". Have you considered running all of your text through a spell check and/or grammar tool? If nothing else, you could paste your text into a Word document and it will find spelling errors and make grammar suggestions. Clearly, what you are doing now is not working very well. <img src="https://cdn.stardock.us/forums/64/79
Most civilizations are of a single, specific species. However, when you create a custom civilization, you can choose to have your citizens be of any and all species (which I did). The first screen snapshot shows this option. The problem is that some of the Ideology trees have traits that are beneficial or damaging to "your" species or species other than "yours". For example, the second screen snapshot shows the Prejudice trait within the Malevolence tree which says "Units
I realize that all of my Supernova posts so far have been about bugs or things that need to be improved, so I thought I would post about something new that I really like: the news flashes! The screen snapshot below shows an example of one. They are unexpected and stir-up the competitive juices.
I strongly agree with gypsy2299 that it would be nice to be able to place our shipyards when they are created (either when we request the shipyard be created or when the shipyard has been created). You could highlight the cells that we could choose from as the location of the new shipyard. The second option would be to allow players to move their shipyards.
Yes, I looked in my custom civilization and I did not have a "MissionShip". I edited my custom civilization and, on the "Fleets" tab, changed my "Ship Style" from my custom style to the Altarian ship style. I then saved my custom civilization. After making this change, I now have the ability to successfully create "MissionShip"s.
The first screen snapshot below shows the options I was given after I colonized a new planet along with a description of one of the options. I understand the first item (free Beam Magnification Array), but I do not understand the second and third items. What does "Opportunity Cultural Awareness increases to 5" mean and what does "+1 Opportunity Ideology Trait Choice" mean? The second screen snapshot shows my Opportunity Ideology AFTER selecting the third option shown in th
I started a new game and changed the color scheme and there is now a circle around the constructor showing its range and the moving dashed lines showing the resources that are in range. This suggests to me that you might want to add some logic that works with the color scheme(s) selected by the player to ensure that everything will be visible (no 2 objects that could overlap have the same color). <img src="https://cdn.stardock.us/forums/64/79/6479257/a8582714-5e5d-4b56-8cb4-2797