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For stuff that isnt obvious its worth searching in the manual for the key term. Fertility is a score that determines how much free pop growth each zone gets a turn. Its falls with a high civ score anyway. Cant tell you if its worth the 3 fate points though.
Doubtful that it's worth the 3 fate points, population and population growth is way too valuable currently. Are cloning artifacts still the only way to speed up growth? If so, then yeah, not worth the 3 fate points, should be at least 4 or 5 if not outright on par with the epidemic fate card. Either that or allow hospitals and/or health score boost growth or something, anything really, especially for low pop and high hazard death worlds.
I'm getting tired of save scumming world gen rolls for earthlike planets with 5 to 10bn pre-apoc pop with a high service industry % to try to luck my way into a mid or lategame cloning artifact drop.
According to the manual high health scores DOES boost fertility! No idea by how much.
Population is one of the games biggest challenges for sure. I think that it would interesting if the game offered ways to deal with population problems without it just being 'OP cloning facility' or 'hex perks that poop out X people from nowhere every turn'. I know we have robot infantry but they are pretty far down the tech tree.
Either a way to replace workers with automated robots (at resource costs/upkeep) or a way to make workers more efficient (1 worker = 1 worker point + repeatable tech % or something) would also be interesting as at least that offers the player choices at a cost rather than stumbling across something that generates population out of thin air.
TIL, for some reason it never occurred to me to CTRL-F for fertility instead of whatever else I used before when trying to find out about non-clowning growth options, I'm such a derp.
Yeah, I feel like robots should be accessible in the midgame at least. Also, we probably need robot variants of other infantry types too, and there should be options to turn your vehicle and aircraft models into unmanned vehicles (all with associated trade offs ofc).
Something I fantasize about is about there being a "manning" spectrum for units and assets through techs, model designs, and upgrades. These allow you to go from fully employing only humans across the board, to semi manned, and to finally fully autonomous for units and assets, and maybe even parts of the private sector.
The first would be cheap in machine, hi tech and metal/rare metal costs relatively speaking, but churn up your pop especially during war or in high hazard worlds. The second would improve unit and pop performance, productivity, and survivability, but only slightly lower manning requirements in units and assets and crank up resource costs above the first option. The the last one would be the flipside of the first option where you crank up resource costs but rarely expend pop on much but lose out on man-unmanned teaming productivity, combat performance gains, and maybe even lower private sector productivity and tax base too.
What does GR Combat Simulator +XP actually mean?
I think it raises the max training XP your units can get but I could be wrong. Research it (or another GR tech) and the box should appear on your tech tree to mouse over. Then reload the save if you arent keeping the tech.
It says: 'Allows XP to go up +10 points higher. without needing to get in actual combat'
Does that mean that leaders or units can earn extra experience every turn? Just leaders? Just units? Does it mean 'can' = may or might earn XP or means will earn? Does it mean something else?
My point is the description is terribly vague and unclear to it's real value.
Honestly I think you are reading into it TOO much. It raises the XP training cap for your units, simple. If they will get their will depend on time, OHQ unit relations and all the other stuff that relates to training XP. I wouldnt get hung up on the wording.
Yeah probably, I mean as soon as you told me what was on the card I was like 'yup thats what I thought it did'. You can make that argument for a lot of the techs when mousing over them, so I do get where you are coming from. Take it up with the suggestions thread! Hopefully when the manual gets its next update they will be added in there.
Turn 12, after I took a minor city when I got a fate pack.
edit, it was 2 fate... so IDK if i can even get the needed anytime soon
Only you can make that choice. The higher training cap means your fresh green troops should upgrade to regular faster which has some benefits.