MarshallONeil

MarshallONeil

Joined Member # 2407787
0 Posts 4 Replies 507 Reputation

yes I tried it. its a planet with 0 population and FULL production capability! thus proving that population has no bearing research or production. being able to completely ignore the popularity contest early on was a great advantage. the next step was making a colony way station to fill my fully built "empty" planetsl Lol. I'm picturin

20 Replies 16,005 Views

It's all Mitrosoft's fault (you know, the last contractor in the Build Now list). See, they wrote G.R.O.S.S. (Galactic Relativistic Operating Super-System), the operating system that powers all of the computers in the galaxy, and they constantly release updates that install without notification. Sometimes these updates fail spectacularly, causing industrial and research facilities in every system to grind to a complete halt for a week while they sort out the mess. Meanwhile

22 Replies 11,132 Views

The argument for not being able to demolish Capitals is that that forces you to think about where to place them The AI is not very good at making these decisions, and I sometimes feel handicapped by those decisions when I conquer their planets. I mean, c'mon, what am I going to do with an economic capital on MARS??? It's like having an extra li

26 Replies 20,280 Views

I think I found the definitive answer in the Galactic Diplomats thread - the racial victory medal is for winning at least one game with every race. This ought to be interesting...

3 Replies 4,010 Views

While we're making stuff up that would be really cool and almost impossible to program into the game... Have a few random planets (perhaps one per galaxy size) begin the game as pirate bases. They would appear just like all of the uncolonized planets, bue each would have a ship or two lurking nearby. If you try to colonize one, BLAM, you've lost a colony, but now you know the location of one of the pirate planets. I would make them very poor, maybe just a colony tile and a starport, a

11 Replies 15,895 Views

The setup that works best for me is: Populists 2 points in diplomacy 4 points in economics 2 points in morale 2 points in pouplation growth I worked this out prior to v1.1. The Populists' morale and diplo bonuses have been cut in half (much more balanced now, I think), but it's still a decent bonus. In previous versions of the game, Research bonuses only gave half of the stated value, so I quit putting points into research. This has chan

11 Replies 9,038 Views

It's an older motherboard. I went out to the Intel site and downloaded the last driver made for the audio component, and it's the same one I had before. Still crashing on this save. Thanks for the reply, though, Marcathonas - I always appreciate sound advice!

2 Replies 2,153 Views

I hope someone can help me find the problem - I have a lot of time invested in this game and would really hate to lose it. Before I post the error log: After the first three crashes, I hit the forum, found a link to omegadrivers, dl'd the latest driver for my card, installed it, rebooted, and am still experiencing crashes when loading this game and all of its savegames. It's a huge galaxy with abundant everything, if that matters. And now, the log: ====================

2 Replies 2,153 Views

Thanks, that was what I was hoping! My idea was to handicap myself a little by not changing the race abilities as they are when you select a race, but I hate to let abilities go to waste.

3 Replies 4,010 Views

Now that I've found a custom race setup that works well for me, I'm contemplating playing as some of the 'official' races. When you're at the Abilities screen in game setup, all of the races have points "left over". In many cases, if you use these points, you lose some abilities that you couldn't have gotten with points, like the Yor's 100% loyalty increase. For some though, this isn't true. The Arceans, for instance, have a leftover ability point that's just not used - they don't have any speci

3 Replies 4,010 Views

Really? I must have missed that among the hundreds of lines of fixes [steals away from forum, checks to make sure wife is firmly planted in front of television, starts up a new sandbox game...]

33 Replies 10,519 Views

Your military ratng is based on the number of starships with attack capability you have. Or it might be the number of attack points on all of your ships, I'm not completely sure. The best thing you can do to boost your military rating is first of all, take the time to research or trade space weapons quickly. This tech gives you the basic particle beam weapon. Next, and throughout the colonization phase, build one tiny ship with this weapon on every world that has a starport. The Defender is fin

33 Replies 10,519 Views

Not much they can do about the addicting... I mean existing version. For future versions, though, they could follow in Creative Assembly's footsteps and team up with publishers like Activision and Sega, whose execs will demand that each progressive release will be geared more and more toward the discerning and sophisticated 10-year-old gamer. By the time they come out with GalCiv 4: Hissy Fit of the Poopy Lords, which will require Mommy to log in for you before you can play, you will

15 Replies 6,233 Views

@ManOWar2 , can you select the 'right' political party if you lean left? My usual political choice now is the Populists, as they give bonuses to two of the abilities (Diplomacy and Morale) that I value the most. They've been nerfed for v1.1, but imo a 10% bonus to each, instead of the old 20% apiece, seems more realistic. I take abilities from Diplo, Econ, Morale, and Pop Growth only,

29 Replies 10,464 Views

Yes, the Iconians are Good now, which means they cause much more destruction and chaos throughout the galaxy. I think the current Emperor Iso must actually be the son of the Emperor Iso from v1.0x, and that very soon after being selected as leader, he started asserting things like "all of them other races is hiding weapons of mass destruction" and "we're gonna smoke 'em out of their wormholes"...

11 Replies 8,669 Views

When you hear a story on NPR while driving to work about the French working on a search engine to compete with Google because of (and this was in the actual news story, I'm not making it up) America's overbearing cultural influence; and without skipping a beat, you think to yourself, "Hmm, it might be about time to start giving our influence starbases some weapons and armor."

47 Replies 25,128 Views

The real problem that stems from this Cultural Overbuild, imo, is the fact that all of the spaces occupied by those culture centers are spaces that are not (or are no longer) being used for research, production, or economics. In all of my games, I have found that sometime around the middle of the game, the AI races begin to go progressively passive, dropping farther and farther behind in research and the other categories. (Yes, this is before I start to exterm... I mean, liberate them

20 Replies 8,857 Views

Remember that your Diplomacy rating (racial abilities + political party enhancements + diplo techs) also affects your relations with the AI factions. The number of trade routes between you and another faction also factors in. If you don't want to buld a lot of warships early on, having a good Diplomacy rating will help keep the others off your back while you tech up. Plus, it helps you get more for less when you tech trade. Does anyone know whether the frequency of trading tech

5 Replies 5,511 Views

LORD VEGA: You apparently have us mistaken for some primitive computer-based game. We are sentient creatures and demand respect. Parking Transports around our world as you prepare to invade us is insulting to our intelligence. We are not going to wait for that invasion. We declare war. KHAN: Hmm, Vega, you are, as ever, the absolute master of the obvious. Perhaps you did not notice that, earlier this week, our warships crossed the neutral zone, blasted four of your starb

0 Replies 4,536 Views

Mine's similar to e-stab's, but I add Diplomacy into the mix as well: Diplomacy: 2 points Economics: 4 points Morale: 2 points Population Growth: 2 points (More meaningful now in v1.1) Political party: Populists (+20 each to Morale and Diplomacy in v1.0x, +10 each in v1.1) More people = more taxes; High morale = higher tax rate; High econ bonus * high tax rate = mo money! Also, this setup allows you to keep your spending rate high while keepin

21 Replies 16,656 Views

The OP wrote disable "remove functional when upgrading a ship design" (as in leave the check box blank) , which is the opposite of what you listed, CodeCritter . How did this get buried three pages deep without being answered?

16 Replies 8,113 Views