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I want a list rather than a grid of icons for several reasons, the main one being "I want to know what Uniques I have on the planet". Having a count of other things may or may not be useful but regardless I think an icon with a number of how many is way more informative than a randomly arranged grid.
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# ? Feb 14, 2019 21:39 |
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# ? Apr 19, 2024 21:34 |
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AAAAA! Real Muenster posted:I want a list rather than a grid of icons for several reasons, the main one being "I want to know what Uniques I have on the planet". Having a count of other things may or may not be useful but regardless I think an icon with a number of how many is way more informative than a randomly arranged grid. Just sorting - particularly if all uniques went to the front - would also solve this problem.
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# ? Feb 14, 2019 21:49 |
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prefect posted:I still like the suggestion someone had where there's a list of buildings with counts specified instead of a grid of pictures that all look the same to me. The upper-right corner of each building is showing what it produces; that's all that really matters to me. AAAAA! Real Muenster posted:This is from a few pages ago and there were several replies, but I wanted to add something that I didnt see people say... I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often. I'm also having trouble with the Reinforce Fleet button sometimes not doing what it's supposed to, it queues up the right number of ships but later I'll sometimes wind up with 2-3 random small fleets with no orders just hanging around in my empire. Does anyone else experienced this? Do I need to stop moving the fleet around while it's being reinforced?
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# ? Feb 14, 2019 22:30 |
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QuarkJets posted:I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often. The way I deal with this is by turning on the "unemployed pops generate unity" living standards, minimizing the sector/planet outliner, and only checking on my planets at the beginning of each new year. QuarkJets posted:I'm also having trouble with the Reinforce Fleet button sometimes not doing what it's supposed to, it queues up the right number of ships but later I'll sometimes wind up with 2-3 random small fleets with no orders just hanging around in my empire. Does anyone else experienced this? Do I need to stop moving the fleet around while it's being reinforced? I find this happens only when hostiles are involved - emergency FTL in particular tends to break the reinforcement setup. Depending on my level of annoyance and alloy abundance I'll either manually merge the extras or just disband and rebuild again with the reinforce fleet button.
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# ? Feb 14, 2019 22:50 |
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First time I experienced the War in Heaven. I'm leading the non-aligned powers. I beat the Materialist/Technologist dudes and conquered their planets, forcing their allies into peace. I got the Spiritualists contained to their home world and its moon but now both have 10k ground troop strength, way more than the other guy had, and their war exhaustion has barely gone up while I crushed their empire, because they're fanatics I guess?? Now I'm just sitting there, sometimes shooting down a spontaneously spawned fleet and cranking out armies all over my empire. I really regret not taking Colossus project in this game Even my Titanic Beasts are a drop in the buckets against those defense armies.
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# ? Feb 14, 2019 23:12 |
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QuarkJets posted:The upper-right corner of each building is showing what it produces; that's all that really matters to me. So fleet bugs tend to stem from a couple sources. The main one is if you're using the "automatically generate designs" in the lower left. Sometimes this'll just poo poo itself and you get a bunch of weird problems. Turning this off is my first step in a game, followed by making a new picket design ship and updating the starting 3 corvettes to the new design for 3 alloys. Solves all sorts of crazy fleet bugs. The other source is if you grab fleets on-route to reinforce and give them new orders. Emergency FTL shouldn't break the reinforce, but all ships will just chill where they are until your fleet shows back up (hey dark, could you ask the guys to make reinforcing ships instead head to where the fleet is going to come back to?). If you have your fleet in a system, a reinforcing fleet in the system but not combined yet, and you click the ship icon on the galaxy map and give orders, you'll have given orders to all fleet in the system. This includes the reinforcing fleet, which shunts it off into it's own fleet and is my main source of extra ships.
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# ? Feb 14, 2019 23:20 |
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AAAAA! Real Muenster posted:This is from a few pages ago and there were several replies, but I wanted to add something that I didnt see people say... yeah I overbuilt, will be giving it another shot soon going ultra conservative on buildings/districts and just converting or banking excess minerals/etc.
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# ? Feb 15, 2019 00:15 |
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Psykmoe posted:First time I experienced the War in Heaven. I'm leading the non-aligned powers. I beat the Materialist/Technologist dudes and conquered their planets, forcing their allies into peace. I got the Spiritualists contained to their home world and its moon but now both have 10k ground troop strength, way more than the other guy had, and their war exhaustion has barely gone up while I crushed their empire, because they're fanatics I guess?? Park a fleet in orbit of that planet, enable indiscriminate bombardment, then go do something else for a year or two and come back to a bombed out husk of a planet. Send one guy down with a flag.
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# ? Feb 15, 2019 00:50 |
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QuarkJets posted:I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often. pmchem posted:yeah I overbuilt, will be giving it another shot soon going ultra conservative on buildings/districts and just converting or banking excess minerals/etc.
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# ? Feb 15, 2019 01:59 |
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Oh hey Dark as long as I'm here could we get 100% habitability for cyborgs on Machine Worlds?
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# ? Feb 15, 2019 02:11 |
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Warmachine posted:Park a fleet in orbit of that planet, enable indiscriminate bombardment, then go do something else for a year or two and come back to a bombed out husk of a planet. Send one guy down with a flag. Alternatively: robot armies are cheap.
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# ? Feb 15, 2019 02:20 |
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wiegieman posted:Alternatively: robot armies are cheap. Sounds like a good way to get forced into a white peace and let them have a resurgence.
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# ? Feb 15, 2019 02:26 |
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Am I a bad person for overly enjoying my current game playing an empire of genocidal, xenophobic, deeply bigoted, fundamentalist crusaders? One nation, united in faith!
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# ? Feb 15, 2019 09:42 |
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https://twitter.com/dmoregard/status/1096404942410133505?s=19 More of these civics which genuinely represent a different playstyle, please!
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# ? Feb 15, 2019 15:18 |
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And just like that, my favorite race I made just got a lot cooler.
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# ? Feb 15, 2019 15:25 |
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Hells yeah
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# ? Feb 15, 2019 15:32 |
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Aethernet posted:https://twitter.com/dmoregard/status/1096404942410133505?s=19 Oh hell yeah, more of this please.
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# ? Feb 15, 2019 15:45 |
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There should be a new specialisation for planets that are mostly arenas, dubbed, "Thunderdome."
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# ? Feb 15, 2019 15:57 |
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Aethernet posted:https://twitter.com/dmoregard/status/1096404942410133505?s=19
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# ? Feb 15, 2019 16:21 |
Aethernet posted:https://twitter.com/dmoregard/status/1096404942410133505?s=19 Should get a similar one for a slave only job that results in pop shrinkage but gives similar bonuses. With a risk of slaves rebelling and taking over the planet, though.
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# ? Feb 15, 2019 16:23 |
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Yeah, that's going on my purifiers.
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# ? Feb 15, 2019 16:26 |
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AAAAA! Real Muenster posted:Should also increase Fighter/Bomber damage or whatever we call the tiny spacecraft our ships can deploy now. Or a separate civic. "Hotshot pilots" - more damage and hangar bays produce unity.
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# ? Feb 15, 2019 16:26 |
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Splicer posted:
edit: Hell, a racial trait about "Natural pilots" or something that gives ships and Fightercraft a speed boost and some other bonuses.
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# ? Feb 15, 2019 16:28 |
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The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army.
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# ? Feb 15, 2019 16:28 |
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Demiurge4 posted:The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army. It's already providing a buff to defensive armies and having duelists produce unity, though.
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# ? Feb 15, 2019 16:36 |
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Demiurge4 posted:The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army. But you'll be producing more alloys as you'll no longer have to produce consumer goods to produce amenities, so it balances out.
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# ? Feb 15, 2019 16:41 |
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Aethernet posted:https://twitter.com/dmoregard/status/1096404942410133505?s=19 That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate.
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# ? Feb 15, 2019 16:47 |
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PittTheElder posted:That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate.
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# ? Feb 15, 2019 17:13 |
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PittTheElder posted:That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate. If they only take 0.5 alloys then it's a wash and the bonuses are basically free. e: the bonus is the naval cap and a decent naval cap boost is totally worth it on its own. A defence army as well would be cool flavour though. Demiurge4 posted:The alloy cost is hefty, theyre the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army. Splicer fucked around with this message at 18:40 on Feb 15, 2019 |
# ? Feb 15, 2019 17:31 |
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Duellists drastically simplify your production chain. Your culture is all about weapons, you only need to build alloy production. Your guns are your consumer goods. This is exactly the sort of thing that should be a Civic.
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# ? Feb 15, 2019 17:34 |
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wiegieman posted:Duellists drastically simplify your production chain. Your culture is all about weapons, you only need to build alloy production. Your guns are your consumer goods.
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# ? Feb 15, 2019 17:35 |
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You'd still need consumer goods for research, so you can't completely abandon them.
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# ? Feb 15, 2019 17:36 |
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Splicer posted:1 alloy costs the same amount of production as 2 consumer goods, or 0.667 vs 0.333 total pops of production and 0.167 vs 0.0833 building slots (all ignoring upgrades and modifiers). So an entertainer's production costs a total of 1.333 pops and 0.5833 building slots. If a duellist consumes a whole alloy, and we ignore modifiers and that there's a non pop based source of consumer goods, they only need to produce 20% more than an entertainer, or a bonus equivalent to 33% of a regular pop, to be an equivalent return. Since you need a civic for this obviously you'd want more like 50% of a normal pop. There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.
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# ? Feb 15, 2019 17:50 |
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OddObserver posted:There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example. This is an excellent point. This civic is a good buff to trade too, by freeing up starbase cap.
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# ? Feb 15, 2019 17:54 |
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OddObserver posted:There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example. Splicer fucked around with this message at 18:40 on Feb 15, 2019 |
# ? Feb 15, 2019 17:59 |
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Holy crap that's awesome. I always wanted to like Warrior Culture but it felt like a waste of a civic slot. This looks both cool and good.
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# ? Feb 15, 2019 18:33 |
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Gyshall posted:Clearly queen references should be a slider One of the race options should be "bicycle"
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# ? Feb 15, 2019 21:46 |
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Civics that change how you play are definitely the best. (please for the love of god do a pass on hive civics)
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# ? Feb 15, 2019 22:23 |
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Most all the civics could use a pass tbh
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# ? Feb 16, 2019 00:52 |
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# ? Apr 19, 2024 21:34 |
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Civics getting a revamp to create some incredibly asymmetric gameplay would make me very very happy.
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# ? Feb 16, 2019 01:14 |