Yes, a cluster of asteroids (hexes with asteroids adjacent to each other) are all mined with a single miner. So a cluster of 7 gives a base of 0.7, while a single asteroid gives 0.1. It is important to remember that this is reduced by (1) the distance of the asteroids to their closest planet, and (2) the decay from the planet with the asteroid bonus to its Core planet (unless, of course, the asteroids feed a Core). So closer asteroids are better than far astero
AdamMG
[quote who="Jeff Yutzler" reply="2" id="3835825"] Do asteroids get consumed? I haven't gotten that far yet. I know that asteroids can appear in bunches that would accept multiple miners but that a miner can mine multiple asteroids. I'm not sure what the dividing line is. I have to hover to figure it out. [/quote] Asteroids do not get consumed. If you mine an asteroid in a cluster (adjacent to other asteroids) the entire cluster is mined (so it is better to go after big
I hate stores in general. We should all just get it for free, delivered directly to our email.
Regarding Crime: You can build the Surveillance Center (Planetary Mobilization tech) to reduce crime (one per planet). You can also choose the Charity ideological trait (Compassion 3), and the Colonial Law and Policy tech, both of which reduce crime empire-wide. Some Leaders also reduce crime across your empire (though some may increase it, watch for them). I don't mind having to use Policies, personally. It isn't so bad once a bit of research has been done.</p
@skayme I refer you to this post, made by the boss-man. https://forums.galciv4.com/509672/page/1/#3834621
There is already a means in place for mining colonies. Last I played, the button was broken, but when a colony is selected, there is a green planet button. That should open Colony Upgrades. Planetary resources require one of two techs to activate mining: Orbital Mining (for ores) or Hydroponics (for biologicals). Hopefully the colony upgrade button will be fixed soon (if not already).
From what I understand, they will be translating to Spanish as well as a few other languages. However, they are waiting until all text is completed, and due to humorous text, need a "good" translator who will give a better than word-for-word translation on such things.
I agree that the new tech can be confusing to new players. The colors of the tech cards would really help a lot, or at least a noticeable icon that shows its path. Personally, I really do like the new tech model (since I know about the focus button, and it has become more obvious in the latest update). It makes each game a little bit different.
this is why the "focus research" button, in the upper right corner of the tech screen, exists.
[quote who="Commander4X" reply="2" id="3835153"] The third one manages planets. Uncolonized planets at the bottom are planets that be be colonized.
Eris is smaller (though denser, so more massive) than Pluto, and so considered a "dwarf planet" and not a proper planet.
I have seen this happen as well, my "fix" was to reload and not obsolete the base Colony design. But it really should be fixed in-game.
The combination of settings does not allow you to start alone. Only having a few large sectors in it, the map places the 8 races where they will best fit. Distant, in fact, will never place another race (unless there is no other space for it) in a sector smaller than Medium. Since you have a Large starting sector, it is unsurprising that you are with others.
How do you title a thread so people know at a glance what it is referring to? It is easy. Just give it a whirl.
I've seen this as well, the top and bottom of the sectors are cut off from the hex grid
I would love to see this (on the tooltip would be fine)
For the colonization manager, it would be very useful to filter by sector. (perhaps sectors can be given names/designations, to help with sorting/filtering)
I would prefer the hexes themselves to be highlighted, but highlighting objects which are within range would also be acceptable. Right now I manually count hexes, and this game is supposed to have LESS micromanagement.
There are still several of the Ideology picks which don't work (the list is dwindling as the alpha plugs on). Focus 1 is another (rush costs are not reduced).
The circles do not accurately depict the ranges. It is a "feature" that acts like a bug. I hate the circles for that reason. Best bet is to count the number of tiles (base is 5 tiles from starbase, improved by Starbase Modules, etc.) If you can extend your Starbase range by one (with tech, or modules, or whatever) the artifact will be in range. (edit) : to be clear, it looks like your Starbases have a range of 10. The Artifact is at range 11.&nb
The tech is randomized by design, only 4 (5 with a tech leader) out of the dozens which might have prereqs. There is a focus button at the top right of the screen, which gives you four "research foci", clicking one of these will re-randomize within one of those four tech paths. You can do this three times every time a new research is given.
It was mentioned at some point, sorry I don't have a link. It may have been an unofficial comment, but I expected the option to be gone.
Good to see a new tutorial, nice job
I can get free culture points, and not from minor civs. Hopefully the below links, it has a better description, if not the URL is also below https://forums.galciv4.com/508980/free-ideology-sometimes Full Post
There are times when I am looking at ideology, while a turn is going by. Just looking things over. I noticed that, if I click on a choice, and no pop-up occurs, I can go through and pick any ideology I want (that I have current access to) and when I close the window, some pop-up had been in the way. So I can click on "Yes I want this Ideology Choice" for every hidden popup, and get them all, even though I had a single culture point.