Hello guys!
After spending 20 turns trying how to turn this damn thing ON, now I'm facing a bigger challenge - how to turn this huge b****** off
I already spent +30 minutes clicking every possible element in the UI, but it didn't work.
Any clues?
If you click on the beacon, there should be a little white figure right above the window in the bottom left hand corner. It is the same one that you click on to turn the Beacon on. If you click it again, it should turn it off. It is the same icon that appears when you build the exodus gate that you need to click on to bring in an earthling settler.
Why would you want to do this anyway?
Why would you want to do this anyway?
[tapatalk]tapatalked..[/tapatalk]
It seems like it eats negative energy too. Is there a downside to this? I haven't seen the length of time change and it's eating -35 for me now (free maintenance!). I can't tell if this is just an exploit or if there is a tradeoff somewhere.
You can even set your cities on gold focus before activating the beacon, sell all the gpt, then put your cities back to normal mode, be at -200 gold or something, activate the beacon and be at 0 gold.In my games I usually sell all my positive income for hard cash, before turning the beacon on.
Even with unreasonable rates from guarded factions, it still better then to not get anything from it.
You can even set your cities on gold focus before activating the beacon, sell all the gpt, then put your cities back to normal mode, be at -200 gold or something, activate the beacon and be at 0 gold.
That's even more ridiculous when you use this strategy to actually GET the 1k gold to activate the beacon...
@topic: Seems like the victory buildings were rushed/not finished, just like the mindflower-support building (forget its name) talks about "adding points to the victory condition every turn" (<- paraphrasing) when the actual victory condition is just a "countdown".