(by the way, you can take this colony ship to your homeworld, and swap out citizens, but you weren't looking for feedback, just wanted to complain)
AdamMG
because having citizens is the crucial part of the game, and Yor are robots stuck in this lost capsule.
@Tue .. I usually reserve a spot for it, with a standard research district as a "fill-in" until I get it. The 5% per adjacency adds up nicely with other improvements. (edit) by which I mean, I get a +1 (+1/adj) bonus, until I get a +0 (+5/adj) bonus. Both the standard district, and the memory center, give away a +1, so replacing a high adjacency area is very worthwhile
I suppose I am also eagerly awaiting the new release. Influence means almost nothing without financial gain, and it seems this is now reflected upon my immature strategies.
Playing the Mimot has been the most pivotal in lessons for me, in managing food and crime. I don't like the Drengin at all. Don't know how to play them.
[quote who="gypsy2299" reply="11" id="3827051"] Game killing design flaw. Huge galaxy 2 opponents one within 30 tiles. When is the no opponents in home sector going to be implemented? [/quote] It has been implemented for some time now. Galaxy Options on game startup, dropdown list with several options.
I find the Mimot challenging as well. I've found that I have to place more happiness sectors with them, as they grow so fast they reach planet capacity far before I can move them off. And of course, food is more of an issue for them as well. It can be difficult to get enough Calm ideology, but the last one of those removes overcrowding disapproval, which helps the Mimot tremendously.
You need to research it, Subspace Scanning allows you to see the lanes connecting to other sectors, Subspace Streaming lets you travel on them. These techs follow Survey Ships -> Anomaly Detection.
@SSStreetFighter: have you given any thought to civ-specific tutorials? How to best maximize population growth and double ships as Mimot? Growing Yor without the resources (yet)? that kind of thing?
@Coggy @SSStreetFighter Re: The 4th Game (influence) My favorite strategy has been exactly this. GC3 was overpowered in this. And it has not yet been implemented to its full potential in GC4. I want tourism back. I want a financial gain from spreading my glorific and mind-shattering new social stratus upon all species. Not that I'm complaining. I do like trading too.
Another good tutorial. A couple points: In order to get 5 slots for tech choices, you must have a Technology Minister (otherwise there are only 4). New players may be confused by only 4 slots at first. You mentioned that the Memory Center only gives 1 tech point - but in fact it gives none at all. It gives 5% per adjacency, and nothing at all on its own (though it does cost 1 maintenance). You do mention this later in the video, where y
Yeah, I like that star color is more important again like in GC2. Purples here also tend to have some decent planets around them, so exploring them early does double duty :) Durantium is generally around Yellow and Orange stars. Blue stars usually have Thulium.
I agree with resources being an issue for the Yor on some maps. However, I really like playing them, they have some huge strengths. The ability to colonize extreme planets from the start is huge. An extreme planet is like having 2-3 standard planets (not counting the 2 in the Yor's home system, they are just ok), and they are generally of a higher class, so can be Core if desired (especially if they have resources, super especially Promethium). As Yor I almost never
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There are values attached. I believe they are 0% / 25% / 50% / 75% / 100% The 33% is the initial tax rate, and you can apparently never go there again with the current model.
It was there the whole time. Try being nicer the next time you cannot find something.
Not that I wouldn't mind a slider either. It doesn't even have to be in increments of 1%, 5% would work. It seems to give more control, while actually not doing much other than the discrete buttons. Only 5 options (plus the "initial condition" option) seems a little lacking.
Oh what the heck. Policies tab, upper left.
you are incorrect - while it is not a slider, there are options to change your tax rate. Unfortunately, you came off as a bit of a jerk, so good luck finding out where it is.
I have had issue with even the standard pirates attacking me, both playing as the Xeloxi and with the ideology trait. There are a lot of issues with ideology at this point, a lot of them do not work yet.
One of the things that has bugged me throughout GC3, was the lack of attention to UI. I could get around most of the bugs, and in fact did exploit some of them. But ease of navigations around the vast number of menu options there are .. a UI that makes sense just makes sense. So here is my first suggestion: if I click on the top bar (showing resources) on the "Weekly Income" area, it'd be great if that default-opened the Civilization - Economy Tab
you get colony ship options from the Festron and Drengin anomoly events, the Mimot event gives a citizen
Another good tutorial, thanks
Please make the Economy screen scrollable. This has been a problem in GC3, and is one here as well. It should be no problem at all to add a scroll bar to the economy screen, so that the numbers don't get cut off.
I think, if you will be developing a "battle viewer" on the screen, it should be perfected in the "battle view arena". Right now, things are barely different than before. I'd much prefer the "Pirate Alliance" be fixed. It is far more important than visuals to me.