I love playing an influence-heavy evil, and I have to deprive myself of the MCC to do it. It's still winnable at masochistic, but probably not any higher than that. Really wish they'd fix this in TA, even if they need to downgrade the econ bonus to do it.
WIllythemailboy
First, you may want to upgrade beyond entertainment centers. Not only do later versions improve morale more, the techs give passive bonuses. Building the trade goods they unlock will help too. Also, morale buildings become less effective as the planet's population increases. So each of those buildings is helping less on your homeworld than they will on other planets. Fortunately, the worst effect of low morale is to lower your population growth - and by the time it becomes a problem, yo
Open the "Options" menu, click the video options, uncheck the box marked "fullscreen". Note: you may need to adjust the resolution after you do this.
Try running the game in windowed mode - there's be a stickie post about that somewhere.
The influence system in Sins of a Solar Empire is pretty much this system - the degree of loyalty of planets is directly related to how far from the homeworld they are.
A quick work-around is to park an armed ship next to stuck flagship, sell it to another AI, then pay them to attack the owner of the stuck ship. The AI will almost always attack immediately, unlike trying this tactic with an offending starbase.
You can already see a lot of that with existing levels of intel. You can't tell exactly what planets they are targetting, but you can see where their ships/fleets are targetted, and that's usually good enough. You can't see where their sliders are, but you CAN see their tax rate, income/expense details, current research topic & how long to research, ship maintenance expenses, etc in the foreign relations tab (under Reports IIRC). Espionage can tell you what their weaknesses are, it just
Yes, AIs definitely need to build survey ships. Currently, if you bribe various civs to go to war, they will generally kill off each others' flagships, leaving all the anomalies for the player. Respawning anomalies only makes this worse. Of course, we also want to avoid issues similar to the current TA miner-spam, but programming moderation is apparently not even as easy as it sounds (and it sounds like a real pain in the ass).
That was a reference to The Hitchhiker's Guide to the Galaxy. Good trilogy to read (all 5 books of it :LOL: ) As far as I know, it means nothing whatsoever.
[quote]Funny thing is i always seem to have more spies than the AI. I guess it depends on your economic ability. I find that the AI does a pretty good job at using the bonus tiles. But since this thread is going the way of mentioning AI short comings I thought i'd add something in the name of constructive criticism. I see many times that the AI will build a research coordinatiopn center where there are no research buldings. And i cant stand conquoring a planet that has like 4 morale bui
It's not really necessary for lower difficulties, but by the time you get to painful or so spending racial points on econ is pretty much mandatory. You don't really need it late-game, as you usually have enough planets to float huge amounts of cash, but getting through early and mid game is nearly impossible. Surviving the colony rush without econ bonus is not at all easy. I used to play with a PQ bonus and had to give it up for econ. It doesn't seem like much, but getting used to one m
[quote]unless you have a bizarre strategy based around cannon fodder units[/quote] Sounds ideal for parking in a military starbase array :LOL:
[quote]i would say cut down on the amount of ships but increase the firepower of the remaining ships [/quote] That won't generally help, as maintenance is based on ship cost, not the number of hulls. Better ships generally cost more :p What may help is to stop building warships and start spamming cheap constructors. Pick a centrally located sector corner and build a group of 16 military starbases there. Park your warships in the area affected by these bases, and start upgradi
Varies wildly based on galaxy size, planet count, number of races, tech rate, etc. On a huge galaxy, it will be the first year or more, on a tiny map it may be 15-20 turns.
Pretty much. The first part of the game is often building ships and sending them on one-way trips, either as colonies or constructors. How much you have to do is directly related to how much you already have, so the process can take a while to build on itself. There is some micromanaging and optimizing you could probably do, but it's not really necessary on anything less than masochistic, and most people (including me) don't generally bother.
Off-type defenses still come into play, at the square root of their normal value. So if they have high defenses of another type, they could still be blocking much or even all of your attack. I'm assuming your attack value is relatively small (3-4 or so) and their off-type defense is relatively high (9, maybe 16?). In that case, your ships could be destroyed before they get lucky enough to score even one hit. Your best bet is to attack in fleets, as defenses degrade as more ships hit the
Population does not affect production. Check your sliders - if your overall spending is low, or if most of your money is going into social or research, military output will be low. Also, focusing on social or research will reduce military production.
[I]A button that upgrades all buildings / tiles on all planets to their latest version. This allows you to safely build a lower version tech with plans to upgrade later on. This way when your economy is powerful enough you just click the upgrade button once, instead of finding every single planet, finding every single improvement, and manually upgrading them to latest version. I say easy to implement because the functions are already there, when you research a new tech all buildings auto upgrade
[quote]I love the evil stuff, a (I belive) 13 damage weapon after phasors 1, 100% econ bonus improvment (is this only planet-wide? thnx for the heads up about the MCC BTW), empire-wide millitary prod. bonus, free invasions, it r teh PWN! This is why we need an in game encyclopedia. To provide us with answers to stuff we aren't sure about, or don't know the questions to be asking. seconded [/quote] The Mind Control Center p
This topic has come up before. Such a setup exists, but is used exclusively in-house by Stardock. It has not been released for public use, and probably never will be.
It's highly counterintuitive, but LOWER taxes at the beginning, preferrably to the point that a planet under ~2b people will have 100% morale. This will increase your population much faster, and your tax base will expand with it. Avoid buying anything at all if possible, building is cheaper. Also, read this: [link="https://forums.galciv2.com/?forumid=162&aid=170760#1397835"]WWW Link[/link] Anything Mumble has to say is worth the time to read.
[quote]"In Winter of 2007 , Stardock released the first expansion pack to Galactic Civilizatiosn II: Dread Lords (GalCiv II)" ... I can't have been the only one to notice this huge mistake can I? "No p w compare that to say the Iconian tech tree:" oups [/quote] Technically, February 14 is still winter and it was in 2007 :)
There is a destroy colony option - go to the planet manager screen (or something like that, I don't have it open in front of me, the button is below your improvement build list on the planet screen). Of course, there are other alternatives. When you invade the planets, you may steal the tech necessary to use them! Even if you don't, you only need the 50% level to use those planets, so they might be worth holding onto for future use. If you hadn't known before, the the 50% penalty only a
I play at normal speed, and still run into tech tree depletion. I think I got an influence victory 4 turns before I would have finished tech victory in my last game. So, go with normal or slower.
[quote]Screw Galactic Civ III... Keep adding expansions and just evolve the game into better states of itself. As time goes on update key components of the game (graphics, animations, interface, sound, game engine, etc.), add new races, new game play elements, new storylines. The thing I don't like about full sequels sometimes is you get used to all the wonderful stuff that the original game had or stuff expansions have introduced and then a sequel comes out and a lot of that is strippe