Martin the Dane

Martin the Dane

Joined Member # 1100643
1 Posts 0 Replies 7,930 Reputation

In my current game, I have a PQ28 planet, in a system with 3 other colonies with PQ under 20. The PQ28 planet has a morale of 100 while the other 3 have one of 55-65. Since the PQ28 planet have a lot of unused population capacity I would like to be able to move some of my pop there, but doing so moves an equal number to the lower PQ planets. A simple way of doing it would be to have intrasytem migration, from low morale/low PQ colonies to high morale colonies.

7 Replies 217 Views

Sounds like a good idea, but! In GalCiv, when you invade a planet all the population on that planet becomes soldiers, and both sides fight to the death. (if you use the propaganda attack, some of the population just joins the attacker). When the fighting is over, the survivors turns into civilians, so an invaded planet's population will consist of only one race (unless you used propaganda). This is one of the things I feel is a bit to simplistic in my view. On the other hand, t

13 Replies 413 Views

A tip on uncovering space, try moving the ship diagonally in a zig-zag pattern, the optimum length of each leg is determined by the sensor range. For the standard scoutship it is 3, so by moving 3 NE then 3 NW, you uncover a strip that's 3 LY wider than going in a straight line. This can be very usefull in the early game, when finding nearby planets is important.

13 Replies 323 Views

Simple: when your employees are dissatisfied (moral less than 100%) they don't work at 100% efficiency, and when the moral goes below a certain point, you start saving money due to the fact that the factories are not run at optimum efficiency, and thus don't use as much raw material. I think I read something about it in the strategy guide, but I'm not sure. But the maximum planet production depends on four things, the spend rate, the PQ, production bonuses, and the moral of the populati

3 Replies 233 Views

I have two save games that demonstrates the disapearing anomalities bug, I saved the game and left, the next time my survey ship, had a path to an empty patch of space. The reason I know it is not suppost to be empty is that I made two saves during the same turn, load the first and it's still there, load the second and it's gone.

285 Replies 15,937 Views

Thats not an answer: I can build ships with 1, 10, 20, 30, 100 etc. base-hitpoints. I can add defense, and defense is increased by technology, the military resource, and anomalities, etc.. Survey ships sart out with 40 base hitpoints, but often end up with far more than that. I had one game (in the demo where there are far more spacjunk laying around) where my Survey ship ended up with almost as many hitpoints from spacejunk as it had from the start of the game. So I ask again, why

17 Replies 523 Views

Sorry for being a bit vague in my last post. What I meant by my reference to MoO2, was that I would like the logistics ability (maintenance/build costs of SBs) to have a relationship to some planetary factors similar as to what ship costs had to SBs in MoO2. Lets say for each planet (or each 10 planets the exact number is not important here) you get 1*N "free" SBs, where N depends on the technology level, galaxy size, and some social projects. (By free I mean with no penalty co

42 Replies 1,856 Views

I have noticed an error with the Build-Queue times (both the demo and 1.20.087). At the end of one turn the planets list showed me that 3 projects would complete (and yes I checked both social and mili.) but the result when pressing the end turn button was that 6 projects were completed. The first few times this happened I assumed it was due to population increase or some other factor causing the production to increase by one. But then I noticed that the build time and cost was slightly off so t

285 Replies 15,937 Views

I just switched from the demo to the registered game a week or so ago, and got my but wipped :SURPRISED: in my first game using my old strategy from the demo before I ever got started. Now I've started a new game and have gotten to the stage of building starbases, and thus Logistics (nothing about it in the manual btw.). After reading this thread, I started thinking of how it's done in Masters of Orion II, there each ship needs a number of command-point based on the size of the ship, c

42 Replies 1,856 Views