@Shadowbound, Int is short for Intiative, an important component of ship combat and espionage
Haha, why would I shout at you Kal? You're doing good.
@Kosmos, Carriers are hard*, but you can
macross missile massacre and
wave motion gun/
beam spam and
colony drop the hell out of things.
*In the moving the other ships part, if you mean small ship+big ship that gives them bonuses, there are lots of possible builds. Small drones are generally just refered too as missiles and interceptors.
->The factory is 50% e, not +50!
->You need oceans and a moon for the tidal power planet (or to be on a moon with oceans or ice)
->Geothermal planet's large rocks means "Large, rocky planets"
->Solar planet you need (not cold & (thin | no atmosphere) ) | (hot & standard atmosphere)
-> Value:Tolerance was gotten rid of a long time ago, its properties are now shared between freedom and REDACTED
Changes to the old SYSnes rules relavent here
-> Farms produce loads more food, but have much more restricted world trait requirements. Hydroponics fill the gap but need upkeep.
-> The network gives you a bonus from
other players pop and universities as well as your own. It also gives you small s bonuses whenever you make trades.
->Pop now does most of the movement on its own - WHICH MEANS LESS MICROMANAGEMENT WORK FOR PLAYERS, instead you designate cities as immigration targets by spending e and s and hope people move there.
->Refinement is something you can do to ships, buildings and individual components, and spend e and s on. It hopefully allows s light, e heavy societies to match the speed-techers in ship efficency.
-The first two tech levels of SYSnes have been spread over 4-5 early levels to smooth out progressions.
YOU WILL GET A BUNCH OF STUFF STUFF AT THE START EVEN IF YOU LACK THE TECH TO BUILD MORE OF IT SO DON'T WORRY ABOUT TECHING TO BASIC STUFF
@matt0088: some buildings have upkeeps and can cause social and environmental stress (now numeric values!)