Well that sucks. So in the long run spending extra points for extra trade routes is in essence useless. They couldve at least gave a hard cap of 10, and then at least allowed those who purchased the extra trade routes during race creation to go above it respectively.
naf4ever
Well then diminishing returns could fix that easily. Say you have 6 military production and 6 social production. You could switch it all the social production but it would only give you half the amount for a total of 9. This could represent the inefficiency of putting people to work on tasks which they are capable of doing, but not really trained for.
I thought things like economic/manufacturing capitals were suppose to be limited to 1 per empire. But i notice if you simply start building multiple ones at the same time, they will all keep on being made even after the first one gets built. Ive also noticed its the same with trade goods. As long as you start building it before someone else completes it, more than 1 empire can have the same trade good. This kind of takes some of the trading strategy away :( Is this just a
Hmm, ya that quote kind of doesnt make sense to me. I dont see why a planet with no infrastructure simply cant pay the people who were suppose to work on building a large ship, to build a large building instead. I mean if theres one thing thats been constant in every strategy game ive ever played and loved (civ, stars!, moo1, moo2, etc) its that there is at least some sort of specialization you can implement between planets/cities.
The game is great and way better than MOO3, except for one thing, the fact that every planet has to have the same mil, soc, and research levels. I dont see why its not possible to have some planets that have a good social infrastructure to focus all thier production on military items and not have them wasted. And just the opposite when sometimes i colonize a planet later in the game i would like to pump everything into social production without having to alter the production levels of my entir
That random ingame advisor told me to only colonize planets with 15 quality or up. Why? Do places all of a sudden goto hell when they are 14 and lower? And what if i colonize a 14 place and use soil enrichment to make it 15. Is that quality level 15 planet now equal to a pure level 15 one? And is it worth colonizing 11, 12, 13, 14's if nothing else is avail? Lastly are those quality numbers linear? Is a class 20 planet 33% better than a class 15 one? Or is it like twice as good? An
I have many of the same questions. Mainly though on Planet Quality. How much better is a 15 quality planet than a 14? And how does contruction, morale, etc,, affected by the qualities?