Hello!
Today we are releasing v3.0 today which is a massive update to the game. Here are some of the major new features:
You can set your tax rate on the govern screen. Increasing the tax rate will decrease your Civilization's morale. You can decide if you want your GDP to remain in the hands of your citizens, or go toward supporting your latest war effort or infrastructure project. Note that high taxation does not effect the morale of synthetic species, feel free to give everything to government when playing the Yor.
Updated tutorial and a re-worked user experience to better introduce new players to the game
Tourism is now based on the amount of tiles you own. This is doubled if these tiles are connected to your home planet and multiplied by Tourism improvements on each colony. The more Influence you have, the more space you control, the more money you will make from Tourism. (this change requires Crusade) Food
Arable Land has been added. Most planets have at least 1 arable land tile. Don't worry you can destroy pretty nature and build a parking lot. Farms can only be built on arable land. Cities no longer require special resources, just food. The higher the class of the planet, the more likely it is to have Arable Land. (this change requires Crusade) Extreme Worlds
Extreme planet frequently increased substantially.
Update to map sizes for better balance:
(didn't touch the really big map sizes so the lunatics -- you know who you are -- won't murder me).
Mercenaries
Crusade
Precursor Worlds
Revenge of the Snathi
Reduced the Snathi mining modifier from a flat 1 to multiplier 0.2
It is recommended to start a new game after a major patch.
For those that have a game for 2.8 that they want to finish do this:
The "balance" changes on mining have made it so you can't build a city until about 50-60 turns in, if you're lucky enough to pick up multiple resources. If you only have 1 of a resource its closer to 80-100 turns in. This all assuming that you don't totally cripple your fragile economy by building 15 different starbases in order to gather the resources in the first place and that you don't have any reasons at all to spend those resources on anything else, like god forbid weapons and armor. Also the planetary invasion tech is still set to be about 8-9x more expensive than the techs around it so its probably not going to get researched by players much earlier than it was before anyhow.
I didn't think Cities were supposed to cost any resources anymore (other than Food)?
That's only if you own Crusade, which I don't. They made the mining update apply to the base game but not the city update.
The expansion release messed with the campaigns (at least the Rise of the Xendar), just like Crusade did, as well. Cities costing resources, the production wheel (shudder) present but at the same time as the tax slider (which allows you to have full manufacturing production and a zero tax rate (since it only effects wealth production) for a massive approval boost at no cost).
At least the buildings and the tech trees aren't as gobsnarled as they were for Crusade's release, which hopefully means the campaigns can be fixed faster then that go around. My wife and I were hyped to play through them again on release day, but shoulda remembered the last expansion release (yes, yes, we know the sandbox is the point, we're just story fiends )
I did that and am happily continuing to mess with my extreme universe - but I think you missed the point:
That there's probably a bug in how you calculate tourism for very large maps where you have one player with a substantial majority of the map and lots and lots of planets getting large amounts of tourism credits causing the sum total tourism credits total to wrap to negative. I used a save from the previous 2.8 version of the game, but my guess is that you're going to want to check and make sure that it doesn't apply to 3.0. If I get some time, I'll load 3.0 in god mode and see if I can build a 3.0 save (without having to play 40 hours) that has the same issue.
That problem happens when you load a game in 3.0 that was started in 2.8.
Where is treasure hunters? I can't find it in research tree.
Studied a research mission, or a gem mission, they do not appear at the shipyard, although the form of government does not prohibit the mission. And by the way, missions are banned in almost every new form of government. What for?
Hello,
I would like to help you. Missions are showing up correctly for me when I choose "Colonial" government. What government do you have? Perhaps one of them is bugged.
Hey, thanks for your try, I have an Unity
in "Colonial settlements" I have only four traits, factory:
research mission:
helious Ore
and Arnore Spice
in shipyard I can't see it
I tried it and for the human race, and yor, and created my own race - no hunters. And as in the example - even having studied the research mission, it is not available in the shipyard.
I have tried 5 times, for different race, nowhere hunters, research mission etcetera.
There you can download saved game.
Unity governments don't get missions. You have to choose a type the explicitly lists "Contracts: Can send missions"
As I see, Colonial Goverment is banned mission:
And I don't see any ban, when I have an Unity government:
Fix it, please.
In any case, thanks for the clarification.
Found a couple of issues while playing. One is that the custom race I created and am playing I ended up encountering while playing... yes, I met my own race that I created and am playing while exploring. Ships exploring space beyond visual range are giving those gaps in explored areas again...:
Some grammatical errors here:
@ SergSVow - That says "Contracts: Can Send Missions". Not, "Ban Send Missions". If Government does not have this, then no you can not have missions.
@ Devs - The use of the word Can, will cause miss translations. as SergSVow has just demonstrated.
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