CKayote

CKayote

Joined Member # 2174095
0 Posts 0 Replies 1,140 Reputation

This "we'll fix it later" mentality has got to stop! Take a page out of Civ4s development and release games that are free of frustrating bugs when they hit the shelves. In the end, it only hurts Stardocks reputation. Updating game content and fixing minor bugs with patches is great, that's the way it should be done. However, you

31 Replies 24,736 Views

DisplayName,Description,Model,ColorRed,ColorGreen,ColorBlue 6 Industrialist The Industrialists are the antithesis of Technologists. Industrialists receive a bonus to production capacity. gfx/Government/Indus

19 Replies 11,940 Views

Haven't you been frustrated by pages timing out, posts not showing up, the site being overloaded? I understand that volume was greater than anticipated, but it's 2006, robust forum code and reliable servers aren't an unknown science. I've never had a problem with these forums and I check them at least

49 Replies 36,872 Views

Nuetrality is the best in my opinion. Even with many of it's bonuses non-enabled, still kicks ass. The instant terraforming effect increases all your worlds' PQ, which means they will be happier and have faster population growth, thus more taxes, plus there's a morale bonus, and extra trade routes, which your economy and relationships with the AIs. But has anyone ever played without selecting alignment? I had an amazing game like that.

42 Replies 19,684 Views

I went through and re-adjusted the parties. Except for the Populists and Federalists, they're all 6pts now. Federalists are at 5 because I feel the economics bonus is just too high. Federalists: +30 Economics Industrialists: +30 Military, +30 Social Mercantile: +25 Trade, +30 Espionage Technologists: +25 Research, +1 Sensors Universalists: +5 Economics, +10 HP, +25 Luck, +10 Pop Growth, +20 Loyalty War Party: +25 HP,

19 Replies 11,940 Views

In my opinion, luck is the best trait of the game. It increases the amount of colonization events you get and the number of bonus tiles on your planets. You can also get those lucky rangers, and I believe that it increases the chance you'll get one of the better results from anomalies. As for creativity, the is a slim chance in my mind that it makes it more likely that the anomalies that would give you research bonus do, rather than "What a

32 Replies 21,327 Views

I like the idea of strategic orbital bombardment. Take out their farming and suddenly the extra couple billion or so people they can't feed will be very inclined to favor surrender or to side with you under Information Warfare. Individual planets should be allowed to surrender outright, but only under the democratic forms of government. That said, I couldn't be more agianst multi-turn invasions. They had that in MOO3 and I had no

36 Replies 18,339 Views

If a planet has an empty social production queue, when selecting an improvement the build time is listed as 'Never.' When you click 'build' for the improvement it's entered into the queue with an absurdly long build time (was going to take 60wks to build a xeno lab on my homeworld), it seems to return to the correct build time after the first turn though. <

350 Replies 164,023 Views

First off, I always put my econ capital near my borders, as close to the middle of the map as possible- my trade ships reach their destinations faster. If their are no farming bonuses, build two farms and morale improvement. At least 3 or 4 factories, and the rest econ improvements and the econ capital. But if you have a bonus for research or influence, capitalize on that too.

18 Replies 39,827 Views

I've always sent them to aliens or moved them with 1 pop point to planets with poor moral. Then I dump them all on one planet with Farming bonus tiles- and make it my economic capital. I don't care what the moral is- 29 billion people paying taxes is a hell of a lot of money.

11 Replies 5,674 Views

Maybe somewhere in the 200+ posts here I may have missed it, but do we know when 1.1 might be availiable? You know, I don't think anyone's asked that. But with all the requests we keep bombarding them with, probably sometime after the we've constructed that Stargate for the Arceans... <br/

223 Replies 120,891 Views

All kinds of things you could put on a 0 planet A sensor array to watch the enemy, a refueling station to extend your ships' range, a mining colony to increase your economy, a research station, a Space Gulag for evil civilizations- increase local moral + loyalty by removing dissidents from the general population, a Garbage Dump for good civs- gives a local planet an extra space by clearing it's landfills out.

6 Replies 7,448 Views

1)Fix the Neutrality Learning Center! 2)Improve the Minor Race's AI. In GC1, minor races close to me were a threat early in the game. The suck now- Don't attack, don't colonize other planets, and only seem to build resource starbases and ask for tech trades. The Dark Yor and Snathi should be threats matching their descriptions. I'd like to see the Snathi saying "For too long your race has horded all the best nuts. Surrender now or be gnawed to pieces!" and then invade your plane

223 Replies 120,891 Views