Civilization IN SPACE!

I know but ... it is notoriously difficult to conduct a business in space! One has to always connect star systems with network roads -- there are no rivers and free trade routes via coast. Even if I contact, say, Forge, and even if you feel like trading -- how many turns would it take to connect our far away star systems with roads? I honestly think trade routes are the least thought aspect of this mod :(
 
Personally, I wanted survivalism just for the +1 :health: as it's more valuable than anything. Anyways, remains the +1 :c5happy:, which is also as valuable.
 
Some news for me this turn:

1) Most importantly, I waws able to download the mod again on my new laptop and yay, it worked!

2) We have made contact with the Astrotech Corp... which I believe was supposed to be the early superpower, right? greaatttt....
 
2) We have made contact with the Astrotech Corp... which I believe was supposed to be the early superpower, right? greaatttt....

New Earth is the early superpower if it REXes, AstroTech is the early superpower if it conquers, so... Tough luck.:lol:
 
REX as in Rapid Early eXpansion. As in spamming new colonies everywhere.
 
It's taken me for ever to build my first colonization ship. She will be taking her maiden voyage next turn. We have spotted a couple of viable star systems. As of yet we have not run across any Pirates, so hopefully she will have a safe passage.

Wait what? Are you even at your happiness limit yet?

Also sending unescorted Colonists, Construction Ships or Advocates outside your borders is a really really bad idea if you don't have every tile within a hundred parsecs fogbusted. In fact I would even escort Planetary Defense Ships to their destination with a Destroyer, and before I colonize it considering their slow speed.
 
We will see if he makes it a priority. I do have planetary defense ships quickly...

You are Avower, aren't you? You should leverage your improved Scout ships and watch his unit movements like a hawk.
 
With Hammer and Drill completed and sent away I've decided to focus all our resources on research. There is only so many Scouts you can build in a row before it gets boring.

This turns lesson: Every Great Wonder (except for the various Shrines and the United Planets) gets produced faster for a specific faction. It's only a 10% bonus but still enough to give you an edge in a tight wonder race. The earliest wonder for example is the Military Science Academy and is 10% faster produced by the Avower. Check the Civilopedia (either leader traits or the wonders themselves) for details.
 
This turns lesson: Every Great Wonder (except for the various Shrines and the United Planets) gets produced faster for a specific faction. It's only a 10% bonus but still enough to give you an edge in a tight wonder race. The earliest wonder for example is the Military Science Academy and is 10% faster produced by the Avower. Check the Civilopedia (either leader traits or the wonders themselves) for details.

Looks like a remedial lesson, since you already mentioned this a few pages back...
 
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