'Are there any actual stat modifiers gained/lost by alignment?' Not directly, but the events that affect your alignment all have some sort of effects on your abilities except one or two. ~SDC~
Arturus Magi
'"There is some extra information in the category stats section (the part that lists 'Best system'and 'Most powerful ship'), IIRC. Other than that, I'm not sure. I'd have to look closer to tell." That information is already present @ the Medium level.' Some information is there. But, if you look closely, you'll note that the similar section in your Domestic stats shows more categories like that. As your espionage level goes up, more of those extra categories get added, until
If you know who is destabilizing you, you could destabilize them. If they can't make money, they can't spend very much of it. ~SDC~
'Actually, I have had that effect "stick" to perfectly healthy ships a few times, but usually it indicates damaged status.' If you just increased your HP bonus enough that the ship gained +10% of it's current HP, the ship will start replacing it's old hull while still in space, and as such, it is technically 'damaged.' ~SDC~
Note regarding the above list: Smuggling and Xeno Intimidation are limited to evil races. Benevolence and Hypertrade are limited to good races. ~SDC~
There is a sector influence button in the top right hand corner of the map, in the box with the sector ID. ~SDC~
The effect cause is related to the way the game saves your racial bonuses. They don't get applied on the first turn after you load the game, from what I can tell. Influence is affected after the second turn because of the way it bleeds off into other sectors. After the first turn, you now have more influence in distant sectors, and the influence bonus is now being applied again, so it bleeds off again into more distant sectors. If your influence is high enough, those new sectors coul
That's generally true of a new colony, regardless of how you got it. Morale on a conquered colony tends to be low for a few turns, though, so it does generally end up in a worse shape than usual. And the invasion costs are large enough that you could end up spending your entire treasury and then some on one invasion. I almost never have the funds on hand when I actually start invading systems, and end up in the red for five or six months after each system. ~SDC~
'Anyone know what the stats are with the diff Govts? I know they tend to increase my Econ, but do they have other bonuses? maybe better moral, more eager to go to war etc? What %'s does the econ get boosted for each?' +20% Economics, and improved Research, Social and Military production. For the last three, I'm not sure íf it's added as a flat bonus, or if the four government types use entirely seperate scales. It also has a tendency to decrease morale slightly, but I'm not sure if th
'I had previously assumed AI difficulty played a part in the score calculations.' It is, FWICT, but I'm not sure if it's large enough weight to account for the higher level AI's improved playing. ~SDC~
'I also do not like the current metaverse scoring method. i love playing tiny and small galaxies on incredible AI for a quick 1-2 hour game. Never submit them anymore though as my metaverse score would drop.' The problem is that if there isn't some sort of weighting for the number of games, then you can easily end up with problems similar to the ones caused by 'cheat servers' on Stellar Frontier. People submitting so many low score games so quickly that they end up on the top by defaul
'I can't seem to find it. The "stats" screen for the foreign races seems to be identical whether I've got them on Medium or High level of espionage. Also, after I get "high" can i safely turn off espionage spending for that race and still retain the information?' There is some extra information in the category stats section (the part that lists 'Best system'and 'Most powerful ship'), IIRC. Other than that, I'm not sure. I'd have to look closer to tell. 'From my preliminary in
A planet does have an absolute maximum population dependant on it's size. I'm planning on working out a table listing as many planet classes as I can conjure up a way to reach and their max populations in the near future (presuming college doesn't get in the way.... Whatever possesed me to take Calculus and C++ at the same time, I'll never know... :notsure: ) ~SDC~
It's being worked on, from what I understand. Most of the data files should be self-explanitory, but a few do get confusing. ~SDC~
At one time, it was possible for them to come up by the thousands, but that was trimed back during the beta. ;p ~SDC~
'It still trying to make me download the entire 84.50 mb. I have sdc version 0.99c.151 build 4. I am on atlanta server and have show pre-release versions on. Ive also clicked refresh data under view and tools.' I did have to do this myself to install the multimedia, but I'm not going to garauntee this will work. If you're not worried about potentially breaking something, you can try to fix it by altering the regestry entries for the SDC/GalCiv. In Win9x, under 'HKey_LO
Runs just fine on a Pentium MMX 200MHz, as long as you don't expect all the movies to be perfectly smooth, although I'll probably be moving GalCiv over to the half-assembled Celron 300 on my floor eventually. ~SDC~
Planet class determines the base production of a planet, it's max population, and it's base morale. Any planet is viable if you're sufficently prepared, but it will take alot of work with planets below class 15, which is why the tutorial advisaor suggests against it. The class values are non-linear, for the most part (on a roughly logarithmic scale, if I had to guess). ~SDC~
'Erm, I'm of the impression that if you crank Espionage enough when the first "wacky cult looking for an orb" event you can catch it before the Precursors appear. Is this not so?' That is the case for that event (the Dark Anor), but not for the Draginol. You do still get a warning, and the planet can simply be invaded the first turn after it's taken over if you prepare for it. The Fundimentalists only get planets from evil races, although once they're in the game they can proc
If you evacuate the planet, it's possible to retake it on the first turn. If that fails, then yes, you're going to have an uphill struggle the whole way. ~SDC~
' What if you have the Miracle Worker ability for planets? This turns 13 planets into 15? Do they really become 15 planets or do they still cost more to maintain? ' They really do operate as class 15 planets with a single exception: other planet quality increases still act upon the planet's base class of 13, not the adjusted class of 15. That is to say, adding two +10% Planet Quality improvements will increase to planet class to 17 (13*135%=17.55), not to 18 (15*120%=18.0).
I'm not sure what the Diplomatic graph measures. Your diplomacy skill is what appears to readout on the Foreign Influence graph (not to be confused with the Influence graph, which is cultural influence). ~SDC~
Starship Bonus improves the ship's Attack and Defense, AFAICT. The I-League get's it's high HP because of it's ability bonuses (AI gets the 10 points to spend at the start of the game, just like you do, and the I-League is an associate race, that is a major race that doesn't count towards the winning conditions) and it's political party (War Party gets +50% HP). ~SDC~
Err.. That 91 is only for colonized planets (Earth can't get the Earthworms/Lifeforce artefact events, and as such is limited to +125% Planet Quality: about class 60). ~SDC~
That class 35 Earth, at max terraforming, can reach class 91, if you picked the Planet Quality +15% ability during the game setup (class 85, IIRC, without any Planet Quality bonus at the start). ~SDC~