Valentine's Day. Does Frogboy have a Froggirl perhaps?
Mistralok1
Sometimes, Asharlin, removing population from a planet can be a good thing. Sending a load of unhappy campers to a new world will lower the hit on your morale/approval, which will both boost the rate of your population growth (more campers), and allow you to inch up your rate of taxation.
Is that new with Dark Avatar? Yes it is, and it's a great feature. I am at the bottom. Sturgeon spend most of their lives on the bottom, and they produce caviar.
I don't have a problem with the rates as they are. The cost limits the amount of agents, which is what it is supposed to do. Without this limitation, the map would potentially be flooded with agents, which would be a nightmare. One strategy that I use regarding the cost, is to train agents whenever I have the money to do so, and build up a pool of them that I can draw on later. That way, if I do get into a bind at some point, I can keep my bc in the bank, to be used for the other things that I
Welcome to the game, and the forums, Chris. I don't recall seeing them all in one place, but if they are, I'm sure someone will come along and let us know. A piece of advice: design your own ships. Not only is this one of the more entertaining facets of the game, it is absolutely essential if you wish to be successful.(I assume you do) When you design a ship yourself, you are able to choose which components to add in order to counter a particular threat. (Or to become that threat yourself) <img
* maintenance on ships getting high as my fleet gets big * loss of taxes as population gets put on invasion transports * sudden added cost of colony maintenance when I conquer planets These are all certainly true, but in my opinion the last one is most likely the main cause of your troubles. If you conquer a planet with a high maintenance c
Great posting, Valadar. You have obviously given these matters some real thought. We won't always agree, but I will always respect your opinions. Thanks, and happy gaming.
Wow. That is just about as good as it gets. I should be so lucky.
My style of gameplay prohibits my building large fleets. It is, however, very useful to have that option available to me later in the game. A single tile spent on a planet can come in very handy when I need it.
You seem to be doing pretty well, Sabaar. Keep it up. The game only gets better with time.
Brownie points for the person that recognizes this passage. I have a side bet in the real world.
Mega-events: these things rock. Agreed. A good old fashioned kick in the ass to wake me up. UP war declaration before attacking ceasefire event, this should always be in effect Disagree. I would
So saying he gave the girl over to her father, who received her gladly, and they ranged the holy hecatomb all orderly round the altar of the god. They washed their hands and took up the barley-meal to sprinkle over the victims, while Chryses lifted up his hands and prayed aloud on their behalf. "Hear me," he cried, "O god of the silver keyboard, that protectest Chryse and holy Cilla, and rulest Tenedos with thy might. Even as thou didst hear me aforetime when I prayed, and didst press hardly upo
Thanks, Mumble. I haven't used this feature yet, perhaps I will now. Question: Is there a way to disable E-Mail notices?
I'm taking Stardock at their word, and saying that the initial release date will be February 12, with the first update available on the 23rd.
Hmm. Can't seem to edit. The terms 'morale' and 'approval' are closely connected. The planet's population will negatively affect morale as it grows, which will affect approval, which affects the rate of population growth. You'll have to play with the numbers until you find the 'sweet spot'.
So lemme get this strait about approval and population It isn't approval, it's morale that is important. Low morale=low population growth, and high population=lower morale. It can be a real balancing act. At higher populations, there is a huge hit to morale. (-80%) AFAIK, this is the max. The only planets that can realistically maintain a large p
Always nice to hear that someone has found a new way to enjoy the game.
Play, ask, play, ask, then play and ask some more. Simple words, but oh, so true. There are a great bunch of folks on these forums who will be glad to answer any question you might have. GalCiv2 has a big learning curve; don't get discouraged, you'll get there eventually. This game can be an awful lot of fun to lose. <img src="http://images.sta
Also, a high diplomatic ability is a great help. Look at the report on the race in the foreign relations tab. It will tell you where your strengths and weaknesses are. One thing that is an absolute must is a relatively strong military. Other races like to 'buddy up' with stronger civs. And, sometimes no matter what you do you won't be able to entice them. Things like common borders and the amount of influence that you are exerting on them can be real sticking points. This info will be in the rep
too bad i missed out on the beta Fortunately, you don't have long to wait. DA is scheduled for release in February.
Once a freighter is on it's regular route, it's speed is set and constant, no matter what the design.
Here is a link to Cari's mod guide. Full of info. WWW Link
What are ways to keep a planet happy A planet's morale will decrease as it's population increases. The rate of taxation affects this. Higher tax rate = lower morale, and vice versa. Find and harvest morale resources, if you can. What Mumble says about morale being money is very true. Higher population means higher tax revenues, but is only possib
On February12 you will be able to download.