If you add up your scores, and divide by the SQUARE ROOT of the number of games, I think you will find it adds up... It may be crazy, but that's the way it is presently configured.
Dave Pratt
Start a race with ion-drive already researched as a tech (may need to be custom). For me the best way of making money is taxes, which come from population, and that has a limited growth rate determined by the number of planets you have. Hence the rush to populate as many planets as possibe as fast as possible. A planet is also a cheap 10/10/10 source of production/research. Buying ships (for the first 20 turns or so) also means you can have
Economy Starbases affect only social and military production, and NOT research, which is contrary to their description and interestingly the comment in the 1.0x patch notes "+ Starbase Production Modules now assist Planetary Research"....it's not on a line by itself so I guess it was left in the patch notes by mistake ?
If you try and upgrade a planet improvement then the "upgrade" and "build" labels on the buttons are switched. Example, you select an "entertainment network" and in the menu a "media centre" to upgrade it, the button will be labeled "build". A trade centre would be upgrade though !!! Button labeling switched - functionality works.
In the graphs at the bottom of the main screen I got corruption (only happened once so far) since installing 1.0x. It was consistently there for 20 minutes or so, but dissappeared after alt-tabbing. (the graph data for between -3 and -10 weeks approx were scattered vertically in a wierd way)
The quarterly report refers to the past year, when it means the past quarter. The trade popup referes to months when it means weeks.
Buy a colony ship every turn for the first 4 turns. Design your own with a higher speed (4 with the right choice of starting techs - see custom race).
As the devs once stated it: The best player will be the one who knows his whole empire best and is able to balance it, not the one who is best at micromanaging (ie. adjusting each and every planet). This is exactly what I'm suggesting. At the moment you need to micromanage. The alternative not discus
You need to either consider your social improvements and research such that every planet is always upgrading to something new, or strike a balance between building improvements quickly on lesser developed worlds and not wasting too much production on the rest. Research is not relevant, since research
Yep good work, very useful. Now we just need someone to do the same with the planetary improvement data
Sorry but I don't consider that a workaround. The effect is ver y limited (a couple of production units), and there is a loss of efficiency too as you only get 1 unit of production for every 2 taken away. It's clearly a bug. There is no reason for social and military spending to be handled any differently. Even the brackets still exist when spending is (0). Clarification from Stardock is urgently needed - It's hard to believe a bug as big as
This is the most infuriating bug in the game for me. Makes building social improvements impossible without majorly wasting credits. I really hope this will be fixed this week. To prove this set 50% industry and 100% research and compare with 100% industry and 50-50 research-social, with nothing being built on any planets, and you'll wonder where your money is going.
You could try your Data/English directory in your installation. The "PlanetImprovements.xml" and "Techtree.xml" contain a lot of this, but not in a very human readable form (ie tabulated). Looking in here is a pretty big spoiler though, so do it with care.