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I think the empire size penalty is less about realism and more about balance – there's got to be some cost for having more cities. When you update building construction queue with a new building when a new tech is discovered (such as put factory in the queue of all cities when industrialization is ...
In many of the supplied rulesets, Enginners (or a comparable advanced worker unit) can transform Ocean tiles into land (sometimes requiring other technologies, or requiring a certain amount of land alread present around the tile). You'll likely have to load the Engineers onto a transport ship to do ...
You need one more component – each actual engine consists of two parts, the fuel tank and the engine itself, so components must always come in pairs to be useful. You also need two more modules (and structurals to connect them) – each population module requires a life support module and solar panels...
The point of a fortress is to boost the defensive capabilities of units inside it – you need to occupy it with troops. If you build a fortress, but then leave it unoccupied, enemies can easily capture it.
At the moment, nothing. They're just something to sink additional research into. Some rulesets might be able to do something with them (e.g. grant bonuses based on how many you have) in the future.
Frigates and Ironclads should be upgrading to Destroyers – the Galleon is the one that's upgraded to a Transport, and they should very much be able to transport units. The exact specifics depend on which ruleset you're using, but you can generally check the in-game help browser for information like ...
- Sat Oct 31, 2020 11:04 am
- Forum: Wishlist
- Topic: A bit of playable realism: Season an climatic zone effects
- Replies: 2
- Views: 641
I've been thinking about the seasons and map temperature thing for a while now – if we make seasonal effects, it would also be neat to be able to have two hemispheres. An idea I had for this was a "MinLatitude" requirement type, with each tile being assigned an integer latitude – maybe fro...
- Wed Jul 15, 2020 10:14 am
- Forum: Tech support
- Topic: non-native attack failed
- Replies: 6
- Views: 1589
Ignatus wrote:This is strange, control.c code calls request_transport() only if the destination move tile has unlivable terrain.
If I understand this correctly, that's precisely the case – an attack from a non-native tile against another non-native tile.