DixonJ

DixonJ

Joined Member # 638222
0 Posts 0 Replies 24 Reputation

Of all the great ideas I've seen suggested here, I like Thrag's best: "Add the following options on the Military production list: (Social Production) (Technology) Choosing the option transfers your military production (with a possible penalty reducing it) to social production or technology. Add similar options to the social production list." This strikes a balance between a one size fits all solution and micromanagement. Sure you *could* microman

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I've seen the starbase "mystery damage" occur when I got a tech that raised Hitpoints. The starbase max hit points went up, but their current hit points stayed where they were last turn. They didn't really take any damage, they just had less than max hit points, so they got the electrical "damage" animation until repair eventually brought them up to their new max.

9 Replies 442 Views

Thanks Matt! You're right, Econ is working. Either the 1.01a fixed the Econ bonus problem or (more likely) I had fooled myself by having tax rate set to a level where the difference didn't show. Bummer about the Military Production not working though. I'd have preferred to have been wrong about that.

8 Replies 326 Views

I saw one mention of this in the bug list thread, but it's bothersome enough that I'm surprised there isn't more discussion about it. Am I missing something or do the racial and party bonuses for Economics, Military Production, and Social Production not work? I tested scenarios where I've maxed out the possible bonus for each of these areas, and I see no effect at all. For Production, I see no increase in production levels, no decrease in the time to build something, and no decrease

8 Replies 326 Views