i tend, despite it not being reccommended, to save ship designs on top of previous ones - there is some weirdness if you do this (creation of user templates, new designs keeping old bling) just an FYI. If you upgrade a design, then ships that are still in production will use the newer design. You should be quite okay to save the design as a new name and then obsolete the old, which saves your shipyard from being cluttered up with lots of old designs.<br
RemingtonRyder
The alignment-specific weapons and defences are a bit pants. If there were new branches leading to better stuff later on in the tech tree it might help.
You could still have an advanced fighter with more basic hitpoints and/or more space for equipment, but to balance it you would need to increase the cost of the hull. The tech which unlocks the extra tiny and small hulls is Advanced Hulls.
It would be nice if a source of clean and plentiful energy could drive down the cost of maintaining your factories. I'm assuming after all that prior to the advent of fusion power, they would have been using something inferior and that the cost of energy would factor into maintenance somehow.
I think that treaties should be re-negotiable. After a certain minimum contract length, the AI examines their worth and decides whether it's worth haggling for a better deal. A civ which is behind technologically should make a better prospective buyer for a research treaty. By subtly changing who they grant a research treaty to, a civ can try to keep the playing field level instead of allowing one civ to suck off all the rest.
If it hasn't already been mentioned, it would be nice to have defence gauges for the ships in the combat viewer in addition to the HP bar. That way we can actually see how defences hold up during a round of combat.
If I recall correctly, you should have been sent a serial number by e-mail. When you enter this into SDC (in the same way you registered GC II) the 'Purchase' button ought to change appropriately. If you haven't received this e-mail you can from the same page as for registration, use the Lookup Serial Number button to have these details re-sent to your e-mail.
I also tend towards thinking that defences don't necessarily need to be effective at all against certain types of weapon. Maybe they ought to only block on-type and one off-type. 1.) Say a ship has laser 10 and another has Shield 5 and Armor 2. If the attack roll is 8 and the shield def roll is 2, does the difference of 6 carry over to the armor, or does it go to decreasing HP's? 2.) Does each individual weapon fire, or does one type of weapon fire a
I'm betting the pilot of that ship is some dodgy guy who'll try and sell you plans for an engine that lets you cross the galactic barrier
Consider for a moment that in sci-fi, the actual rewriting of history has been relatively minor. The reason for this is to avoid the possibility of a paradox, where you unravel the timeline that led to the invention of the time machine or the person (people) who travelled back in time. For the purposes of a TV show, it's also easier to comprehend what's going on in forty-five minutes if you focus on the smaller picture.
Windows XP is limited to 4GB of RAM, unless you're running x64 edition and have a motherboard which supports more than 4GB of RAM. WWW Link
As per Draginol's original post in the Dev Journal: + NEW: Stacked ships will only show one ship in the tile + The ship that is displayed is chosen like so: + If a ship is the galaxy’s selected ship it is always shown + Otherwise, the toughest selected ship is shown + If no ship in the stack is selected, the toughest ship is shown <
Is there a list of changes somewhere? The changes were announced in the Dev Journal here .
The problem with morale buildings is that having approval really high doesn't really impact your empire when you no longer need to increase your population. In MOO2 at least, happy workers were more productive workers, so it was worth it to bag all the morale improvements.
Check here for the earlier developer journal entry on the 1.6 beta: WWW Link
In other news, EMI is offering unlocked versions of single tracks for download. They're higher quality and can be freely moved around from one player to another, the catch is that they cost more. WWW Link
One thing that I find helps with switching off Governors is to press Z (previous) or X (next) while in the planet details screen. That saves a level of drilling down as far as I know.
I think that it's important never to lose sight of the things you have accomplished over the years. At least some of those things which you have learned along the way are ways to avoid re-inventing the wheel and thusly save time.
It would be a nice idea to have a control panel toggle so you can if you want have auto-upgrades default to off whenever you colonise or acquire a world. Obviously, if you toggle the governor back on you want it to stay on. It's so much better to have control over which planets get the all-singing all-dancing factories that can finish an upgrade queue in no time, and which ones have a couple of no-frills factories that will get the job done.
I tend to find that after playing a certain map for a while, it becomes easier to know where a certain planet is. Still, if you really are having trouble remembering, you could rename the planet and add in the sector co-ordinates (shown at the top of the screen).
One way to avoid bankruptcy for upgrades is to update ship designs so that there aren't huge numbers of each one. Then when you go to upgrade, pick the ships that are most out-of-date and bring them up to current specifications first.
You have to speak to your victim and choose 'Declare War' from the options on the left.
When you go to upgrade a ship, there is a checkbox with the caption 'Upgrade all ships of this class' which will do more or less what it says.
It would make more sense for the AI to want to keep its ships where they are actually of use. For example, if you were allied with an AI against another AI then that fleet they have next to your planet on the frontline of the fighting actually should be there. On the other hand if there's no war on at the moment, you're not allied, and the AI isn't planning an invasion, it should move them somewhere where they will be useful if a war does break out.
You're forgetting that not all of the population on one of your planets belongs to your empire. The ones that pay your taxes and fight your wars are. This also explains why new citizens can join the empire at a rate greater than that which could be explained by reproduction alone.