The second week of a war (against me and no one else, DL), the Altarians removed their military resource starbase. Thanks for the help guys! Are you sure that someone else did not raid them, and kill it? Pirates, maybe? I have never seen an AI remove a resource SB for any reason (that did not involve trying to collect active incoming quantum warheads). drrider
drrider
BTW, no one mentioned the Vengence raiders. An AI civ in a secondary position late in the game will send out dozens of these things. They appear to be a moderately advanced but relatively cheap, fast heavy fighter type, oriented on killing freighters and other soft targets. In the course of doing this, they can lead your defense patrols on merry goose chases. They often replace Defenders later in the game as the standard "always have 1 or 2" orbital garrisons of planets, also. <b
Exactly as I do, Iztok. My "Seeker" 's become "Hunter" 's, the terror of freighters, miners, new stations, AI transports, SPORE SHIPS, and, especially, mining colonies! I also find that it is worthwhile to retain their sensor suites (eventually replacing Survey pods with Class IV Sensors), because it gives them lots of advanced warning of heavy patrols and makes them very hard to catch. You have to keep an eye on them, though, and move them away from raider-killers. Actually,
Start flipping the orientation of planets until your proportions are no more than 1/3 industrial/research worlds to 2/3 farm/economic worlds. examine your worlds carefully and build just enough farms/food distro centers on each world so that it will slowly grow to between 16-20 population. Only go to 20 on a world with some extra morale benefit, like the morale bonus of the civ capital or a Mystic Spring. Don't build straight morale buildings, but do build the Counter-Espionage Center
MY GOD! kryo answered a question on a weekend! Oh! Wait!...it was a modding question, so he wasn't actually working , just having fun. drrider
It is not generally thought polite to bump your own stuff when no one else seems interested in taking up the discussion. drrider
no Star Democracy could survive Mumble's math. Oh, I don't know. Looked around North America lately? Is it the 'Star' part that makes the difference?
More on topic, I personally try to stay at 100% or at least in the green as often as possible. Mostly because I don't like the extra clicks that changing it often would require, and because I want to be liked by my trillions of citizens. Mumble probably has a better 'by-the-numbers' economic policy though. This would explain why you are only Chaotic Evil, Win. <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 align="absm
When you RECIEVE another civ's economic treaty, you recieve a bonus income equivalent to 10% of the weekly bc's produced by that civ. The civ that you recieved the treaty from does NOT lose any income. This continues as long as the treaty remains in effect - that usually means until you find yourself at war with the granting civ, or they get destroyed / assimilated. When you RECIEVE another civ's research treaty, you recieve a research bonus equivalent to 10% of the weekly tp's produc
Extrapolating a lot from how it worked in Gal Civ I, what, 6 years ago, and drawing from other answers by the staff that are scattered around the forums: a) The Terror Star is a starbase, built like other star bases with constructors, but with specialty modules that allow it to move (verrry sloowly - ~1/per turn, probably NOT affected by drive speed bump-ups), and to destabilize stars so they explode; their may be other specialty mods. b)& c) The planets die. Possibly become a
I believe his point is that they are Not distinctly colored, they can be confused if the color differentiation of your video system is not absolutely clear, or if the ambient light in the room interferes, or if you are the slightest bit color-blind, or if you are tired, etc, etc. drrider
The question is, if the Drengin were to become good in a game, would they still be able to make slave pits like it was suggested in the interview? Would they still bother making them, or even continue to use the ones they have already built? Would they bother to replace them? Why, you are writing as if the laboring races were more than sub-Drengin! Now I love my staff, it would make me literally, physically ill if I were to discover I was eating from o
You can also bring up the 'Colonies' tab of the 'Civilization Manager' screen (the graph-like button icon at the bottom of the map screen). on the line for each colony, you can click on the block in the shield/hammer/beaker output columns to set the focus for that colony to that type of production. The block will change to a light blue color. You can chage the focus of a lot of colonies quickly in this screen. drrider
They are the cheapest way to show some military presence, and thereby help deter the galactic bullies from every starting in on you. I played my entire last game never building anything but Defenders (and my subsequent upgrades). I just kept them all upgraded to the latest tech, and added a few more to the system protection fleets whenever I had spare cash, or sometimes when I thought the opponents might be sizing me up. Then in the final war (that was triggered by the assassi
From your description it sounded like a really exciting game. Never underestimate those resources, they can make your economy/military/influence really take off, especially if you can max them out with every module available and backed up with some military modules and a small fleet to defend it (that strategy saved my bacon in my last game). Thanks for sharing this. Besides, for some reason I always find it delightful to watch that arrogant bat
See my reply #10, this thread. And if you look at the evidence in the debug.err file, it is variable and intermittent but it is most certainly NOT just "once in a blue moon". Spread over the course of a full game, I estimate it to be worth MORE than a single ap put into research, perhaps worth as much as ~10% research. drrider
Oh, it was great fun - for me. I think that the Great Empress of All That Really Matters may have felt differently...especially as I entered the third day / 40th hour of "I REALLY have a shot at this one!" Good thing I was off this week!. BTW, for all you senior grognards out there, if you are not playing this game on a 1920x1200 monitor yet, shame on you. C'mon; our generation is running the planet - you can finally afford the right equipment to conquer the galaxy! drrider
I certainly don't feel burned out on acquiring expansions. I would think that one, at least, as meaty as DA, and as TA seems to be, would be a viable project into next year. One thing that I think is important to keeping people interested in expansions is to keep the integration solid. Keep doing Gold editions after the fact to consolidate everything into one package. Keep making the entire story portion playable in the latest version of the engine; I love the fact that I can play th
OK, ghost, I'm in. Could you send me an invite? drrider, aka Bob
Well, guys, I FINALLY beat the Obscene level (out of about 10 starts, and =posted= stompings). Just posted yesterday. I had to tell someone, and you seemed like the right crowd. Gigantic, Loose, all Rare, I think there were 9 factions (Random), Random minors - but there were 4 to start, Very Slow, playing Atarians, with extreme research focus. I did contol-N to get a good setup. I think, with the above parameters, it is near essential. In any case, I never did find an out-s
Brad, Cari, CC, kryo; Would it be possible in v1.7 or TA to fix the missing 10% research bonus for planets with rings? Or, if this was a deliberate change from what is in the manual, could you tell us? IMHO, the lack of this hurts competitiveness of the races with ringed homeworlds (yes, even the Yor) Also, suggested event/mega event: "Planet captures rogue planetoid, or Planet passes through comet tail, or Moon disintegrates". Depends on the status of
For all "All Labs" players: Despite what I have said above, there IS a way to use asteroids to enhance the "All Technology Sector" strategy. That is to make it an "ALMOST All Technology Sector" strategy. This works particularly well if you have an industry bonus tile on your homeworld. When you are first building out your homeworld, build 1 factory, probably as the last build. Put it on the best industry bonus tile you have. Now, whenever you need to
Iztok, et al, I was just testing the same thing, and I got a slightly different result, although I understand how you reached the conclusion. Still bad for all-labs (me), though. I used a Gigantic map, Tough, one placid opponent (Iconians) - really so I wouldn't run into them while testing. Created a custom race with lots of economic and population bene's, but NO social or military or research bonuses, and NO techs that gave soc, mil, or rsch bonuses. Changed the name of the home
I have seen the event numerous times. Often the gaining race in not in a good position, if not losing, when they get it, but I can't be sure if that is an assignment criteria for the event. Also, it seems to me that the event is more prone to occur when there are lots of initial races. In any case, the race recieving the bene often does not survive long enough in a crowded galaxy for the benefits to be a significant factor. However... In one game I recall, the Thalan were the sub
Also fits as Mega-event candidate. I also like the suggestion that someone made about promoting a minor to major status part way through the game. Imagine the Akillians, with all their original abilities bonuses, plus all the stuff thats been traded to them or that they stole during that 'super-spy' event, deciding to become a 'playa' in about year 4. (KP - I see that your terrifying portrait is back. -dr) drrider