How To Handle Space Bugs
So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.
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065 Patchnotes
The battle predictor isn't always accurate. Sometimes it'll say no casualties and I wind up losing a capital ship.
Ah, ok, yes I did misunderstand you. Sorry.
Shipyards need buttons to rearrange production the same as worlds.
Should be able to put unlimited repeats on anything such as modules and missions.
Can modules be added to the galactic bazaar?
There still seems to be an issue whereby new planetary tiles appear off the map and seem to be inaccessible even though the planet says you can build.
More tools to manage planets and colonies would be nice. When we get the colonies tab back, consider adding something that show what special resources are available.
The orb of dragonal space monsters are hiding in the slipstream and attacking my ships as the pass through. I cannot attack them because my ships just pass through the slip stream when I click on the space monsters positioned right at the gate.
You have missiles. Try using ranged missile attacks on them to see what happens. Unless something strange is going on in that vortex, you should be able to damage them. If your attack is more than their repair, you should be able destroy them, but it may take a while.
There is a somewhat sneaky way to get additional Liberty choices by assigning a LOW Loyalty Leader to a not very important colony to make into a Core World. Then every so often he will start disparging you to your other Governors, and you will be offered a choice of actions to take: if you let him continue to speak about you, you will lose 10 Control Points but gain a Liberty choice each time for your possible assignments of Culture Points. Then a number of turns later he will do it again, and again, and again, and again.In my current game, I am letting this continue until I can choose the last 2 Liberty Ideology choices; no maintenance cost for Star Bases, and -25% to reduce decay rates for Cores. This will end up costing me 40 or 50 Control Points (I have enough Control Point income to be able to afford this) before I get rid of that Leader/Governor. I am almost there, he just needs to slander/disparge me one more time, and I can use Culture Points to get those 2 Ideologies (getting no maintenance costs on Star Bases should be very useful in the later stages of the game when we have a lot of Star Bases; and -25% to reduce decay will be useful as well). The lower cost Liberty Ideologies can also be accessed this way as well.
If you have some really HIGH Loyalty Governors you get from them occasional gains of 500 credits or 10 Control Points, which makes the loss of Control Points from the Low Loyalty Governor easier to handle.
Yea, I like the 500 bucks and the control points from Governors with at least about 78 Loyalty. So, is there a good way to gain Innovation ideology points? There is a real lack of options to gain Innovation Ideology points as far as i can tell.
Thanks for the tip on the Liberty Ideology points. I'll definitely use it.
Try checking out all of the Policies. I think that some of them give increases to various ideology choices. Also check Techs, Buildings, Wonders, and Achievements to see what they give, there may be some increases to various ideology choices there as well. Particularly those in the Governing areas.
Even Leaders that you hire can help.
I would expect that you know most of this, but I do not want to miss possibilities.
Another possibility is choices made in Race design/customization during Game Start/Setup that might have an affect.
that is a good idea old spider. They actually came out after a few turns of being left alone and I already killed them.
twice I have been stuck in the research menu and the done button does nothing and esc stopped working. So I had to Ctrl alt del.
Suggestion add Drone Bays (the ones that support 2 Interceptor Fighters) to a Tech as components that we can make (at a high enough Tech) so we can put them on our Surveyors that have NO weapons. (We do not find/get enough Drone Bays during all of our survey actions).Also add some of the weapons components upgrades to a high level Tech so we can make them available without having to find them by surveying Anomalies.
I'm playing the base Terrans who have Innovation as their Ideology. I don't see things that help with it. Most ideology points come from colonization dialogs and anomaly dialogs. Sometimes an event occurs (like when they ask what is the key to the future or something and you get ideology points depending on your answer). I'm careful with those, if they have an Innovation choice i pick it.
I have not seen a Leader who gives Innovation points if you recruit them. I've seen others, like Calm or maybe Cruelty or Opportunity, but not Innovation.
I haven't tried any of the achievements except that Plague one and the Orb of Dragonol and didn't complete either yet.
I suspect this is just an early balancing issue where they just need to make sure opportunities are equal for all the Ideologies. But restoring the more frequent colonization dialogs will help greatly.
I got all the liberty Ideology points I needs thanks to the disloyal governor hack. Does anyone know a hack for calm Ideology?
I think they should lower the population growth rate in the next version. I avoid all of the life relics. Never assign a minister of health. I basically avoid every policy or anything else that could lead to population growth. I always use eugenics and keep that disease mission going just the lower population growth, And my population still grows so fast that I halfway through the game I'm building pop ships I can't even use just to get people off of my overcrowded planets. That's even more of a problem now that I can't get enough calm ideology to get above six without disapproval on a planet. I mean there's so many options to improve population growth. If anyone playing this game has ever run into problems with not having enough population please comment on this. Otherwise I really think the design team should lower the population growth rate.
I've never played long enough for that to become a problem. I'm usually just in a mad dash to get colony ships and constructors out so it's never an issue but that doesn't sound good.
Alternatively they could increase the approval. That would accomplish the same thing, would it not?
Has anyone figured out how to upgrade ships in V.65 ?
I have not had a problem with population growing too fast. Always to slowly, so I'm going to disagree with you on this. I've been playing the Terrans exclusively. don't know what you're doing to get such fast growth unless it is another race. Maybe the race you are playing needs to be tweaked.
- Just a little idea: we already get a notification "ships inside our control zone without open borders". Could this be presented in a clearer way? Maybe top-center or next to next-action-button?- I am not sure about growth/approval. In my last games I had no big problems to get high approval at my core worlds. More pops mean more entertainers as well – if needed. A lower growth would mean that the need for more/faster core worlds would increase as well. Approval: You should be really picky in regards of your governors. DL Bradley at Earth is 100% loyal and got a social of 17: people get +37% approval just by him.In my last game as Terrans Earth was my only Core World for a long time: I had to stop building constructors / colony ships. It was not too bad but it pressured me enough to be motivated to do those "two free pops quests".I also won all elections, but I had to prepare for it. Colonies: satellites and self-governance (+10% each) and low expectation colonists. Core Worlds: governors, entertainers and districts. Also: low taxes, approval policies and garrison ships. I just realized I did not celebrate festivals at my core worlds
Just mined a planet for the much-needed Precursor Nanites - it was a class 4 planet so no need to do anything but mine from space.After a few turns, I realized it was not up on the top panel Resource Board, so I looked at the planet, and it gave the report "Tiles with a negative value do not provide resources" or some such.The Nanites were apparently on a Wasteland (-1 to all). Special resources should not be placed on special tiles.(edit: I imagine if I were to make it a core world, and force a (+1 to all) adjacent to it ... maybe this is some idea of a "but you have choices" .. but if so, let us scan from space.)
I love getting "Rare" technologies, but it doesn't look like this one does anything - WIP=Work in progress? So is it really an unfinished placeholder?
Coggy. I am playing as Arcean now. I had this problem when I play the game as Terran. I have had this problem with every sieve I've ever played except Yor. It might be a playstyle thing. I generally colonize every single planet on the map as fast as I can then when that's done. I just tried to balance a population that's rising and I always wind up building a bunch of colonies ships that I can't use cuz I ran out of planets or a bunch of constructors that I can't use cuz I already built constructors everywhere.
Sometimes when you try to research something that requires drones. The question of if you want to spend drones on research doesn't pop up. That was the cause of me having to shut the game down and that I was complaining about earlier. I figured out just to switch to a different technology and that it would run but after I leave the tech thing however many times I click the done button and it didn't work. When I was trying to use a tech that requires drones is how many times I had the pop-up menu asking if I want to spend drones.
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