There has been talk of the limits on synth pop, and there are changes coming to synthetics. I believe in the "Next" update (that is its title). The Fertile ability for Mimots are here to stay the little pests being deliberately over powered by design. They are one of the races designed to irritate the players and give us grief. Personally I have stated that the Mogwai you see in diplomacy are a front to hide their true appearance. All I can say is do not<
gypsy2299
The 25% growth rate is a way to balance all the production discounts synthetics get to pop building thru production upgrades. Correct me if I am wrong but Fertile race is not available to most meat races only Mimot or as an option for user made races. Thus what you want is an unfair advantage for the Tin Cans that already benefit from production bonuses when it comes to pop growth? Forgot that Tin Cans also do not need food.
In Bradzoobs case I think he means How To. In the case of many posters a rules manual and how to do this would be nice. As with a nother recent post knowing how to do something would limit false bug reports. Posters have been asking for guides, tutorials and Wiki articles since Alpha. this is definingly one area I can agree with the Nattering Nabobs of Negativity that we have been remiss.
This is the Gal Civ 4 forum and if you have your fleet on a planet starbase and highlight all the ships using the Shift key they will exit as a fleet, same with GC3. I tested and it works. Since it works as designed it is not a bug . I was a little abrupt with your Original post. However with post after post of this is a bug when it is the poster failing to learn the mechanics, then instead of asking is this a bug or am I missing something
I was also under the impression that you could choose to launch all that were there as a fleet or individually by highlighting them. Thought of this after I posted.
[quote quoting="post"] i have a fleet with a commander ship, in this example 26/26 logistic, then the fleet move to a starbase or a planet, so when i eject ship (only these was at the starbase/planet) the fleet will be split, and then will be separated, so i have to merge again. Fix this? Reduced 32% <img src="https://cdn.stardock.us/forums/69/86/6986902/5e962980-1fc3-4450-8897-12
[quote who="Asmodean_dk" reply="6" id="3876840"] Belittling the issue or closing your eyes to it doesn't make it go away. Not all signs point to the fact that the exclusivity deal has hurt sales in such a way, that there simply isn't funds available to give this game the same kind of support, that Stardock is otherwise known for. Now, granted....I have to take other people's words for that. But this review, for instance, isn't really what is normal for almost 1 year after rele
[e classic]:congrat:[/e]
Believe it was one of the things removed from this version.
Thanks, Pub and the Aged Arachnid thought you might remember the advice given us by a certain Elf.
I think you can fire the Governor and that will stop growth purge all population buildings might cause them to die down to one. The Yor are simple just use them for constructors they are not going to increase. I think I remember reading that you can land a colony ship on the Yor planet then put the last Yor on one last constructor. I however have a better solution for future games when you start one deselect the Festron, Yor, Mimot, and the Race that is a consolidation of all ra
I have the same thing happen with both the research and treasure ship options nothing happens no increase in credits or tech points. You are lucky as I get zero notification for them either only way I know they are through is when the shipyard tells me it is through with the que. I would send saves but having asked numerous times how to do this, without downloading an app that does not come with W10. Tried copy pasting to this message did not work.
[quote who="tchchrs" reply="4" id="3875828"] No one has any idea --- Makes it very hard to play the game [/quote] Have you verified the files since this started? With your rig you should not have this problem. However, Frogboy and a few other and I mean a very few others are working on this game at the moment. You were told they will look into it. They did not say they would drop everything they were doing and put every
[quote who="valkdrvr" reply="5" id="3875675"] . I think it ran out of move points in the subspace tunnel? [/quote] For @valkdrvr and @RammaStardock As best I can tell from playing is it might run out of range but as from entry to exit it cost one move point. To be clear the movement from entry to exit is one movement point. Now GC3 you could finish a turn inside a hyper lane but the cost in 4 is
[quote quoting="post"] I'm not sure if is is a bug or just an oversight but it doesn't really make sense and I would imagine its an easy fix. The Iconian trait paranoid grants all worlds drones. So all core worlds are technically protected without the need for armed ships. However despite this your citizens all have the "we are unprotected" morale debuff. It doesn't make sense. [/quote] I agree however, if they're
My bad. Misread the rude part.
[quote quoting="post"] I see a lot of great posts here on what needs to be addressed, but there are never any dev responses. Are you guys reading these? If so, a five-second response would be appreciated. I'd love to start diving deep on providing feedback, but I don't want to waste my time if I'm not being heard. Not trying to be rude, but a copy/paste job of "Duly noted" would go a long way. [/quote] If you're talking about no respons
For me there is nothing wrong or broken with Ideology. It is just not simple as it was in 1,2, & 3. Spend your time on combat, invasions, and bugs. Leave what ain't broke (ideology) for GC5. Now the Faction System is as useless as nipples on a Boar Hog, could use a long hard look.
[quote who="Loffas" reply="4" id="3874781"] You can not even revert after moving a citizen by mistake. So after a missclick that citizen is just ...pss. +3 morality on a single colony .... MAJOR bugg if you ask me [e digicons]:D[/e] But this is just the tip of the iceberg when it comes to UI problems with this game. [/quote] Simple solution to misplacing a citizen. Save every turn also solves the occasional game crash problem. Also, necroing a 4-year-old
[quote who="Frogboy" reply="27" id="3874542"] Ok so here is what I did: The Yor can now increase population by building their own cities. [/quote] I only see one possible flaw in this. Yor Pop is increased by production later in the game they could populate a planet many times quicker than an airbreather that mus
Wild tree.
[quote who="Joe-Black" reply="1" id="3873207"] This is indeed a weird one! I was able to get it in my starting list only twice (out of many trys), even though it was marked as "Complete" in my Tech Library. We have a save of it happening though, so hopefully the devs will narrow it down. [/quote] My custom civ has Navigators as a perk, so this has happened to me. I never reported because it did not matter as one of the other if not all of the
You have to explore the perimeter of your sector to discover gates and you might only have one. If you set your map to one sector you might not even get that one.
Only got one in my spam folder and it appears to be from Amazon telling me to beware of spammers.
I be jus goted odered bye de US Gubberment ta no gib them dar scrammers a Mary Chrismus. Maybee we all gits lockey an de scrammers has dun ta dem whats were dun to Granma. Well, that was the title from Social Security "Don't give scammers a Merry Christmas" . . . . . Granma Got Run Over by a Reindeer, they even made a song about it.