I don't even bother repairing battleships and dreadnoughts--it takes too long. It's easier to take them to failure. That said, I do refit them sometimes as that brings hit points back up to 100%. Cheers, CB
CaptBeefheart
Agreed. Culture slots should always be a net positive, or at least be positive for a certain style of gameplay, or why pick it? Cheers, CB
I just edited my comment a bit. Hopefully it's not too confusing. Cheers, CB
#1: On the shipyard thing, what with colonies in GC4, to me it makes sense that one core world gets one shipyard and vice versa. You don't want your core worlds to be too close to each other. It took me a couple of playthroughs to realize that I need to let some large planets remain colonies. In general, if a large colony (say size 25 or bigger) has a decay of 30% or more, I'll consider making it a core world. Any closer to another core would require a special circumstance for me to assign a
Agreed. I have no idea where new planets are. Cheers, CB
Interesting. In theory, that planet could have been captured twice by civs that hadn't built their Stellar Forges yet. Seems improbable, however. Cheers, CB
I actually like it, at least at first glance. It makes it easier to re-route fleets when priorities change. Cheers, CB
Thanks, Perrya555. I see that you can mouseover the planet from the shipyard screen to get the population. That is very helpful. On the upper bar, from left to right I see current tech, money, control points, food and a bunch of others. I don't see culture points, however. Cheers, CB
Great idea on the population! Also, does anyone know where to find how many culture points you produce? I always seem to forget to check the number two turns in a row. Cheers, CB
That did it. Cheers, CB
I agree. That exclamation point can be quite persistent. Cheers, CB
Thanks, Publius, I'll give that a shot. Cheers, CB
I'd like to be able to set the map background to plain instead of with bright clouds to make it easier to see what's happening and reduce eyestrain. I messed around in settings and couldn't make it better. If there's a way to make the background uniformly dark that I missed, I'd love to hear how to do it. Otherwise, it would be a nice option in settings. Cheers, CB
I'd agree in that if you don't have the Living Ships tech branch, repair is very slow late in the game. At some point it's better to take ships to failure rather than slowly repair them. Having better repair capability at shipyards and say as a starbase module would be nice. Cheers, CB
It's definitely a WAD, but it would be nice to be able to "un-pass" a ship or fleet. Sometimes by the time you're done with the turn, you wish you could move something. Cheers, CB
Apologies if I'm missing something, but shouldn't sources of culture points be visible somewhere? There's a mouseover for control points but I have yet to find one for culture points. Also, on taxes, it would be nice to have some more granularity on the settings. You've got your core worlds up to 96% approval and you think it's time to maybe squeeze a bit more coin out of your people, and then you jump from 33% to 67% tax and world approvals drop to 60-80%. However, a 50% tax might be
I'm a happy customer since GC2. People may have forgotten, but before Steam PC games were not cheap. Even before the internet a good game was $40-50 at GameStop or wherever. Now at least you have sales and prices tend to drop over time. Keep up the good work, Frogboy and company. Cheers, CB
Using "medium" map and "far" distance, on the last two runthroughs I've spawned in my own sector and that's with 21 opponents on "incredible" difficulty. Even my big sectors are a lot smaller than that one, though. That said, it looks like you have a challenge, which is good. With plenty of probing and judicious tech management, you should be able to take the Manti out eventually. Although I can't see much, it looks like you've got plenty of resources--perhaps use more citizens for co
Thanks, Publius. I haven't touched the game in a few months and I just saw how it is now working on another post. My comment on that post was that perhaps the effect of colony crime on the core world should be an average, not additive, or it'll hurt the core world quite a bit. Cheers, CB
From that screenshot, it looks like colony world crime is additive, thereby crippling the core world. Shouldn't it be an average instead? Cheers, CB
The question is what is an orbital prison on a colony world supposed to do? Is it supposed to only reduce crime on the colony world? Is crime on a colony world something the player needs to worry about? Does it have any effect on the game? I've been playing this a while and I never build the OP's four items over colony worlds since I assume they don't help at all. Were they intended to improve the core world? If they were intended to improve the core world, then you have a bug. My gue
South Korea.
There are three or so "available projects" buttons that allow you to do other stuff (strip mining, getting more money, getting more research) to the right of the map on the planet screen. Just select from those. Cheers, CB
OK, I played the above game some more. This is 1.51. I was able to handle the onslaught with the loss of only asteroid mines and a couple of non-core planets before I expanded outward. Next time I'll fire up the top difficulty and see if it's more of a challenge. Cheers, CB
By the time you get Terror Star tech they aren't useful. You have to build them in your space, they only move three spaces a turn and it takes three or four turns from when it's in position to make a star blow up real good. Also, there were no promised asteroids after the nova. I see above that they also have a range of 4.5? I'm not sure what that means, but that might even make them less useful. These things are not tear-assing around the galaxy blowing stuff up. As a precaution I ad