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  • = Raw Resources = Raw Resources are produced in raw-resource-buildings on a turn by turn basis. Each raw-re
    813 bytes (126 words) - 17:45, 27 May 2013

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  • ...ve to worry about resource transport ranges, instead being able to capture resources that are within 5 of their buildings. This is on average actually going to * All resources that were previously gathered by advanced or regular mines are now gathered
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...new trade route exactly identical (in which planets were trading and which resources were being traded) to an existing one. * Rebalanced the amount of resources you get from raiding trader convoys to be 800 instead of 4000, as the other
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * The Planetary Raw Resources tutorial is now completely different in betrayal mode than in regular mode, * Whenever a planet changes hands between races, all of the resources stored on that planet are depleted to just 10% of their former values.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...spending 1 unit of any special resource to do so. This makes the special resources even more useful than just their normal underlying effects. === Revised Resources Model ===
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ** It is a time of plenty! The production of all raw resources is doubled for the affected faction. Woe to the opposing faction who has t ...carnage, and it also makes it so that as more things open up to you (more resources available, new gods and their tokens, etc) the score requirements are incre
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...h tower and ark were showing as disabled for placement even if you had the resources and could actually place them. *** Players were able to use this to get way way too many resources with Large Towns in particular.
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...ault waves weren't being sent. This was leaving the necromancer starved of resources. ...conds. This prevents engineers and factories from temporarily redirecting resources to them (on the host or client or in SP, but it's most noticeable on client
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * Killing major reaper ships now grants resources to the human empire and the necromancer as well ** Fixed custom resources not being serialized. This was simply forgotten to do.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...rces, strategic reserve, and other responses are being given more and more resources. More importantly, this allows the nemesis spawns to counter an "early AIP ...more reprocessing damage the ship has taken, the larger the percentage of resources reprocessed.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * The way that the planet resources/wormholes are populated has now been moved exclusively back to the old meth ...a simple -2 metal and crystal per second, they simply halve the amount of resources generated by whatever ship it is they are protecting. They also now cos 75
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Re-implemented the Give Resources context menu. * Reimplmented "Give Resources" context menu.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...stra and have phased it out completely. It now appears to have devoted its resources to building very strong Architrave ships comparable to Dire Guardians. Thre * Give the DZ resources real names. This is just a lore and UI change, and doesn't change any mecha
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...New Spell just gives you a flat list of spells that you actually have the resources available to craft (or craft a higher tier of) at the current point in time ** All crafting resources still go into the settlement stockpile, but each player can spend each reso
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...the Metal to other Terminii, which transform resources into more powerful resources. The resource types are Metal/White/Green/Blue/Red/Black. * The DZ then transports Resources to Epistyles, which use them to build new units and structures.
    4 KB (719 words) - 14:00, 19 May 2021
  • ...a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital command station. These ships are also mobile and ...ferent levels of orbital command station home core, and each produces more resources and has more health. The higher-level cores are granted when the AI tech l
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...Metal]] or [[Crystal]] to build a ship construction will slowly proceed as resources flow in.<br/>If there is insufficient [[Energy]] to add the ship to your fl ...Construction Rate 1 but the finished ship will consume the same amount of resources to build.
    9 KB (1,581 words) - 20:43, 26 April 2015
  • ...ed a bug where helper players were getting the overflow from other players resources income-past-cap. ** The resources were basically being lost since helpers cannot gift resources, which is intentional as otherwise this overflow case would represent an in
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** Necromancer-allied sappers start with some extra resources to make them a bit more impactful ...looking at something buildable since they do not need to worry about those resources.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...efficient resource farming by scrapping them (producing them doesn't cost resources anyway). ** Does not refund any resources (not that this really matters, but it is a difference).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ** Fixed a bug where Resources could randomly be regenerated as the game goes along. ...in one more resource regeneration upon loading an old save. One day these resources will cool off.
    415 KB (70,286 words) - 16:17, 13 April 2021

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