'If your planets revolted it could be because your influence in the sectors of the revolting planets was lower than some other race. If this is the only problem you had then focusing on improving your influence in those sectors may be all you need to do (build star bases and upgrade them with the influence upgrades).' That's for defection to another existing civ. Planets can also revolt and form new civs if morale is low, regardless of influence, which seems to be what was in question
Arturus Magi
'WOW! And right now I have a Class 93 planet and many others in the 60-80 range!!!' The morale resources also improved planet quality in the last build. If it still does now I don't know yet. Assuming it does, four such resources with starbases that have all the mining modules will result in a unizersal +360% planet quality. A class 20 planet will be class 92 after colonizing it even without any improvements.
'Maybe there already are, but it is soooo easy to take the evil route.' There are a few, but not as many as there are for evil. The ones I know of are the techs Benevolance and Hypertrade, which get you a fifth and sixth non-UP Issue trade route (and if planned out, can limit neutral and evil races to 9 routes, because the issue doesn't come up after you get 10 routes). Two of the good techs also have social improvements. The evil route brings immediate benefits, but few long
'I selected one - a banking center - but it never got built - nothing ever happened. Also, at the bottom it says "No resources" - does that have anything to do with it?' You have either your spending rate or your production category sliders set too low. In the case of military ships, you can buy even when you don't have resources, but that doesn't hold true for social improvements. You have to have at least one social production to buy a social improvement. 'Also, the
'In the OS/2 game you knew without question you owned a sector the sector was the colour of the race in control. ' It does here, too, if the 'show sector owners' button is turned on. The problem is that the colors used for the Terrans, Drengin, and Arceans are hard to see in the dimmed shades used for sector ownership and colonized planets.
'On another game when I used espionage to look at another race, there tresury was around -60000000BC both games was on a medium universe. I think there is no purchacing limits on the AI's' This specifically, seems to be a bug in the computing of the AI's economy rating. I've seen them come up with nine digit Economy scores on the diplomacy, which would cause their treasury to overflow very rapidly, thus possibly also causing the similarly common observation that the A
The problem only appears here when large increases occur, such as the +10 from the EotU. When it does happen, the 'explored' FoW updates properly, but the 'sensor range' FoW does not for ships already in flight. A newly launched ship does update both properly, and refreshing the FoW fixes the problem in every observable case.
'Re. Aliens- while that makes more sense now, in that each race has defined parameters, then there should really be additional parameters with checks and balances for each race, i.e.' Some of your comments here occured to me as well, shortly after I made that post. Especially re: the Yor pop. growth tying into production and Drengin pop growth being influenced by their more ruthless nature (presuming the default morality of evil). The main concern here, with the player hardcod
'To me it seems you get more the farther apart they are... ' You do, initially. I just remember something being said about the duration of the route influencing its value over time, and some (admittedly not in depth) examination seemed to corroborate, but... 'The longer the route, the more it's worth.' Given Brad's statement, I must be seeing side effects of something else. Increasing Trade rating, perhaps.
'how did you get your planet class up to 190?' In that particular case, it was while I was duplicating and making minor alterations to the tech and improvement definitions. Multiple +50%s from duplicated Terraforming improvements. In my last game, though, I did get Earth up to 100-something without the duplicated improvements via the 'morale' resources, although that itself may have been a bug, because Earth started at class 34, IIRC.
'Since the newest update as of 2 days ago I am now asked to submit even when I lose' That is working as designed.
'A sector is 12 * 12.' In that case, it would be +144%. 'Hey - if the constructor can build a starbase in matter seconds,' They don't. A turn is a month long. To fix a starbase with a constructor, it would have to dock, be disassembled, and drug out manually onto the starbase hull to be patched on (likely, for most of the last part, under zero-g). Building modules, OTOH, could be done in the constructor midroute, or in the starbase under artifical gr
'I mentioned earlier women, children, and men as all being available for combat, and I realize that Alien cultural structure's/mores/beliefs are not going to be always similar or even close to what we know here on Earth, but this begs the question: what percentage of the population is too young, too old, too infirm, too obese, too small or too underweight to even carry the equipment?' As far as some of the alien civilizations go, this would be largly irrelevant. The Yor are mechanical
Minor races are usually solvent until someone gets them to commit to tribute.
If you really want something like that, build a wall of starbases, all with just a repair bay. Fill a whole sector with them and you got a +64% repair rate (I think. A sector seems to be somewhere around 8×8.)
I don't think the planet class had anything to do with it. While I was experimentiong with beta 3, I had Earth up to class 190 without any noticable problems (the first thing I did when I started working on was to duplicate some of the files to see if the game had any hardcoded limits in various areas. The only one I found was the expected limit on costs of max signed int [2,147,483,648], although I'd be surprised if planet class wasn't an unsigned byte [max 255]).
'I think that you can get up to 6 trade routes with Cultural trade, and to get beyond that the UP has to vote on adding trade routes.' You get the sixth route from Hypertrade, which also requires remaining good long enough to research it. '3). Try to establish your trade routes on the longest paths possible (basicly from one edge of the galaxy to the opposite edge).' A route's value seems to be influenced by the number of times the route has been run and the total time
'I think it would implode under its own weight, much less actually move; or God forbid someone actually sneezed, the whole thing would probably spin out of control.' Colony ships and transports are presumed to be fleets of ships, and someone has already suggested adding costs for the troops/colonists being loaded on to deal with the overmobilization bit you mentioned later on. 'Frankly, if the tech was available to move something that big, why don't you just start moving comple
Err... Make that 1×10^(1000000^999)
'Is that out of computer science or math or ...?' In the end the two are pretty much synonymnous. Logic falls under the science of mathematics. The distinction is more one of definition, though. If the RNG supresses anything, regardless of the situation, it's not random. It should be entirely possible for a truely random RNG to generate .999999 999 times in a row. It shouldn't happen often, but it possible once every few dozen years. (Odds, incidentally, of that le
'Yes, but how would you facter all that in when calculating the score?' By not having one. To wit: ' only default values would allow for the score to could on the multiverse.'
Outside of events, not that I know of, but I haven't tried much that would be 'good' in the first place.
'Don't have it give a generic "Build Morale Enhancements" when the real problem is "taxes too high / spending too high / treasury too low"' The problem is that the two are the same. If you have the morale improvements, it's entirely possible to run 100% tax rate and still keep your morale/approval rating at 100%.
'Solvent? Hoeck, I'm lucky if it stays in the black!' That's your problem. If your running a deficit, your morale will go down.
'I don't understand why Stardock would refuse to give this information, as it should be part of general game guide. And you don't answer my real question: why does approval rating drop significantly when Income Distribution is focused on 1 field at a time? ' Try checking your income. It's tied at least partly into your production, and research is not considered production. If your spending money significantly faster that you're earning it, your morale will go down, even if