nevermind, it is done with [m]. the only way i could get it to happen was by turning on live formatting
dontnormally
Recent community posts
I'm losing affinity when sending knights on some missions. The game did tell me that I'll want to line up knight personality with appropriate missions, but I cannot tell how to actually do that. I made sure their skills lined up.
How do I learn what knights are appropriate for what missions?
edit: yeah this is a little frustrating. i'm even looking at their bios to be sure the mission type seems appropriate for them, but sometimes a mission goes from success to failure due to a mismatch that i cannot identify. this needs some tweaking.
that is how it works in civ5 as well. if you dont have open borders from them your missionary takes 25% damage per turn. great prophets are not affected by this.
the strategy is to try not to end your turn with the missionary in enemy borders. ideally you stop just outside their borders then in one turn run up to the city and pop it. it'll lose power (50% iirc) from use, it'll lose an additional 25% of its total power from being in enemy borders, then you can move it out to neutral ground. now you have a weakened missionary you can still use again.
or just get open borders.
On second though it seems like this game is currently balanced around the faction that can increase its network range with stations. As the colonize-everything faction, after 2 restarts I have yet to be able to colonize a single planet. I have never started with another planet in range and in one of the games I didn't get the 2nd +network range after getting 2 techs in each category, and the nearest planet was further than that. also my tech tree is all gunked up with terraforming options which are useless to me (they should be removed for this faction)
edit: alas, with one more restart i was able to get planets in range and colonize for the first time!
An anomaly allowed me to build a -1Gas/+1Energy station for free. It allowed me to place it outside of my network, where it is disconnected. It now costs the Gas without providing the Energy. I presume this is two bugs:
1) anomalies allow construction outside of network
2) stations outside of network still cost resources without providing income
after expanding my network to cover it, the income starting coming in as expected