If it bothers you, don't do it....
chucksled
Yes MCC in 1.7 b beta has changed the language on the tech. It no longer claims a planet flipping ability...just the money...it also doesnt say it kills the ability to flip either...but it most certainly does.
I have/had mistralok's problem as well. I upgraded a survey ship and am wondering if that ship was deactivated for no more anomalies and when i try and move it, it won't respond. Mistalok, is your turn button green or white? Mine was white when i encountered this. I had to go to a prior turn to fix it/avoid it. I have also seen on many occasions Iztok's problem with the last missing digit, causing an error by the power of 10. You can work around it, but the trade will trick you if
I really don't understand all the critiques before the product. Some people take weeks if not months to play on very large maps now. I personally don't want to wait for them to proceed with the betas (or is that betum?) before we continue down the path. Of course there are going to be bugs and the like in the product. Its a human endeavor afterall, but good heavens, Stardock does backflips to accomodate our requests and is constatntly tweaking and attempting to make it bettter. This is unpa
The only benefit to an alliance that i've seen is the route to a diplomatic victory. Well, another minor benefit is the allied races won't declare war on you. There is no requirement that they enter a war on your behalf, but occassionally, not always, they will ask you to respect the alliance and declare war on whoever they are fighting with. The ai will never declare war if they have any kind of treaty with the other ai...when you can't diplomatically pull up the attack - race, the a
Ginny, the best analysis-explanation is in Wyndstar's now legendary AAR. It should really be a textbook for all GalCiv players. Rush to read it!
I have encountered some weird movement effects as well. After I have encountered the Yor, and probably had a ship enter their sphere of influence, all of my constructors are limited to an initial 3 moves. After the first turn they magically can move the correct space. This occurs regardless of where they are located and always when they are first launched. It seems to only affect my constructors, but i usually use tiny hulls, so it could affect any tiny ship....next time this happens i will
or allowing a minimize function so you could minimize any window you weren't working on and finish the windows in the order that you wanted....
I'll vote for fixing this soon.....it is very annoying and the windows don't display correctly when the planet flips....you get the announcement that such and such planet has finished its que, you go to work on it and then you get the announcement that such and such has flipped and another planet window pops up...the tiles change but the name usually doesn/t.....and there is no way of going back and tracking all this without pen and paper....so its a very frustrating little glitch....
I think that a Right of Passage diplomacy option is an enhancement. I think a speed reduction based on the cultural ZOC is a bad idea, for the reasons already posted. The most logical limiter on the human player is to restrict the knowledge about the enemy. This is a realistic application based on what we've seen in our current realities. We overstate and understate our enemies military strenghts and attributes with the most sophisticated satellites and spy operatives. And this is o
Just to clarify a few things mentioned but maybe not made crystal clear.... Both parties have to have alliance...you can trade that knowledge once you have it...or give it to the party that you would like to ally with. Trade does help....more trade helps more...make sure your trade agreements show ++ and not just a + You can check with an ai every week, so long as no transactions occur between you....you are limited in DA to one transaction per couple of months. SO i
79% is the limit for tax. Note on the tax screen that there is also a production slider.....this is ultimately your expense budget....more it to the lower side of 100% and you'll spend less in total production - military, social, research. Note also on that screen there are three sliders for military, social, research. The total of these three is 100%. If you spend 100% on military there is nothing available for social and research. The combo of how to set these is well docu
I respect the answers you've gotten from everyone, but I'll add my two cents worth....build some freighters and send them to some non-arcean ai's....just set them next to their planets as i doubt you have any trade lanes available. Then when you declare war you can quickly get trade routes reestablished with some races that will now be less likely to declare war on you. I like to just squash all the competition, and planets that have buildings already on them are just too good to pass
I would add: Quality not Quantity and from the Art of War: Always allow your enemies an escape route
I think the humor is right on.....i don't think it makes the game less immersive....immersive is when the ai is climbing up your backside and laying waste to what you thought was an empire...not reading about what tech you just accomplished... HOWEVER, the humor is fine as long as you actually know what you just researched and understand its significance and repercussions. What annoys me is when i get a humorous explanation but have to really dig around to find out what actually got ch
I think I'll just start posting things on here so I can learn what's really going on....hah! What I thought I knew I now KNOW....thanks to all that added to this and helped enlighten me!
wiki is about all you can find. There aren't any guides of any use since the product changes so much each time they update it. Part of the fun of the game is to just randomly pick a default race to play to learn about it and its abilities. This game is all about developing a strategy that works best in the situation you are in mid-game. Start on a low level and learn the basics and slowly work your way up, playing all the different races.
Just to mention it since no one has, I have often times found an ai at war with another ai that i would like to go to war with, and i can usually get money from the ai to go to war with the guy i want to war with. Dang, that sounds complicated. Find two ai's at war. Decide who you want to attack. Go to diplomacy of the other faction. Offer "attack" and choose the ai you want to attack and then see what the ai will offer to have you go to war too. Not always, but sometimes I can g
Just for the numbers: A standard power plant provides a 25% increase to all factories. Meaning that if you have 4 factories, building a power plant will have the same increase as building another factory. A 50% power plant (forgot the name) provides the equivalent of a factory if you already have 2 factories. Nope, I think that's changed in the later releases....the fusion produces 10%, the anti-matter 20% and the quantum 30%. So you need to be producing
Shoot, I play super annihilator all the time and just don't believe there is a prerequisite research....its in the green category along with terraforming and farming.....usually a higher tech ability, right about the same requirements as invasion tactics. Once you research the tech, you obviously have to build the spore ship....my recommendation is to not use the standard ship, but upgrade it with some speed....faster spore is better spore. And don't bother with anything else....it is destroye
I think the reason you can continue expansion packs is that you have a real masterpiece on your hands. It would have been meaningless to have an expansion pack for MoOIII. But your product is really special. It has issues, but as long as they are addressed in the expansions, I'm a buyer. Certainly the economic/production engine would need a relook. Espionage has been mentioned already and diplomacy changes would also add a new freshness to the game. I personally feel that ground i
And if you do a custom race with super-annilator you will be able to research the tech necessary to build spore ships as well. The ship is btw destroyed when used to de-populate an enemy's planet. Also, btw, adding a troop module to this ship is fruitless...you can add the module, and it will take the pop from the host planet but it will not add pop to the receiving planet.
mining is a cheap way of generating production. let the miner mine and when your home planet is finished, you have a nice exploration vehicle operating. the miner knows where the next closest asteroids are located, which is usually where some nice habitable planets are located....follow the miner with a colony ship and you will usually score a planet.
were you a philosphy major in college? what is "fun"? thanks for making me think.... I just "think" the variety of challenges that the game offers is amazing. From size of galaxy, to number of ai's, to speed of research, to quantity of planets....it just seems like a lot of challenges to test and try with the possibility of radically different outcomes and strategies. SO if you are playing something in a strategy game that is more fun/challenging/aesthetic, please share, I would lov
Oh thanks so much Drrider and to your wife as well. I was wondering how in the world i was going to look for it to see if i could get a copy of it. Now its easy....thank you thank you thank you!