I've probably spent more than I should on Stardock games over the years, but I don't regret any of it. I've also gotten more freebees from the company than anyone has a right to expect. So to me, accusing them of greed seems a bit odd. The fact that I got offered a completely unexpected discount on the expansion felt pretty awesome. That more people will be able to buy the game as a bundle on Steam is also pretty cool. The fact that, as an early supporter, I paid more than those new p
GASherbert
The defensive upgrades for military bases are in the weapon/defense techs. Seems a little strange they cannot also use the same defense system as every other starbase, but they can eventually get stronger. Note to devs: nothing ingame explains this: I was confused the first time I wanted to fortify a military base, too.
[quote who="Arcean_Endgame" reply="3" id="3848067"] I don't remember what the turn limit is, but let's say it is 50. (If this system were adopted, the turn limit would probably have to be changed anyway.) Let's say you have a fleet of tiny hulls versus a fleet of massive hulls. Let's say the massive hull fleet can only fit in 2 ships within the logistical limit. And let's say with the drastic difference in maneuverability, the massive hull ships miss 99% of their shots. With 50 shots
The G key cycles through the grid options by default, if that helps. I usually play grid off, and just toggle it when I need it.
I'm not convinced grabbing the correct stat to provide a bonus for the particular starbase is good gameplay (and good luck keeping track of all that in a bigger game). If it does become a thing, at the very least keep it so the citizen auto-selects the job on assignment, because adding another layer of micro to get the benefit would be absolutely terrible.
To help with understanding and planning planetary improvements, I have some requests: 1. Show us the per-level bonus an improvement can get on the tooltip (or as a sub-tooltip). Some have strong bonuses, some have weak, and some have non-existent; but the only way to find out is to build it (or hover it over a valid build spot). 2. Let us get a breakdown somewhere of what is improving the level of an improvement. This isn't as big a concern, but I think it would still be helpf
[quote who="DerekPaxton" reply="8" id="3842126"] I checked these to verify and they are currently bundled in the "Your skill in diplomacy" tag in the the diplomacy modifiers. There are a few reasons why this is confusing: 1. "Your skill in diplomacy" can be modified by several things. Including how late in the game you are. In the early game these modifiers are reduced. 2. It can also be modified by the personality of the different AI players. Some AI's give additio
To be fair, a successful invasion requires a lot more than just dropping an army on someone. There is a great deal of logistics involved to support an invasion after it's started. There is a reason that naval invasions have been so difficult to successfully execute throughout history. Now imagine that instead of a going across a relatively small sea to attack a relatively small nation, you have to project power across entire systems to secure an entire planet. I don't have much difficulty thi