I was pretty busy the last few weeks, plus I didn't really feel like playing. So a last minute speed setting game it is. :( Also I wont be home much for the next few weeks for various reasons. So I won't be playing next round.
Galefury
Character: Galefury Years: 2 Alignment: Good Race: Altarians Victory Type: Beyond Mortality Score: 8120 <div class="MoreC
I agree with everything said so far.
Great story! Very fun to read, especially that last post!
Just uncheck the "save designs to HD" option. Then your designs will only exist in the game they were created in.
Okay, noted.
Huh? I'm pretty sure the 4 SB per sector limit is also in DL. I also don't see how it would make it impossible to build a 24 SB array.
I was talking to Greatergood who didn't say anything about maxing population. So I gave him advice on how to improve his morale and econ situation. Sure huge pop planets have benefits, but they also have disadvantages which very often outweigh the pros. Innefficient use of building space, money, production and turns for example.
I'd like to try this. MV character Galefury. I guess I could participate next round as this one is almost over. I'm definitely not one of the best or most experienced players (I usually play at Crippling atm and will probably move to Masochistic soon), but trying unusual map settings and victory conditions sounds great to me.
[quote]Then why bother with disabling the morale structure if your not going to use information warfare during your invasion?[/quote] What I meant was this: when using information warfare disabling everything would be more useful at some point: you attack with many troops and the enemy has a high rating. For example attacking with 4k vs 8k (after farm disable) troops, ratings like 20:15. With 500 to 1000 extra troops you probably still wont win. With 1000 defectors the effective troop numbe
Disabling both would probably work better if the enemy has much higher tech and soldiering ratings than you do. You would not use information warfare then though.
How do you manage not influence flipping that last planet? I mean, it would still be a problem without MCC, although a smaller one. Save every turn and reload? Gift them influence mining starbases (they tend to decommission regular influence bases...)?
It's usually better to keep pop a little lower and around the same level for all your planets and build Stock Markets instead of morale buildings. Especially with the huge maintenance cost of VRCs. Tax money raises with the square root of population (on each planet). So if you go from 16b to 25b you only get 25% more money from that planet.
You know the AI level shows up in the foreign relations stats tab? I think it's under misc, but I'm not sure. Testing whether AI levels drop from Ctrl-N would actually be pretty fast. :P
Actually Nano Recorders provide an empire wide bonus like all the other trade goods. So no need to put them on that planet.
[quote]A real nice one that is Terran tree only. 50% influence and a tidbit of research if memory serves me...[/quote] According to Galactopedia it also adds 1 speed to ships built on that planet. It doesn't say so in the game though and I haven't tested it so far. As Navigation Center speed bonuses aren't shown either it probably does give the speed bonus though.
Xrati, actually you can use autodesigned ships. They seem to have a lot more space than the ones you can make, basically forcing you to use them to get the most out of your ships. I find that stupid and unfortunate, but that's how it is.
Unfortunately the AI never gets good tactically and strategically. The only thing you will get with higher difficulty is more enemy ships.
Yep, useless. Too slow and too expensive to research. Research cost should be at least halved.
It should be one of the options in the game launcher, right below "Play the Game".
The racial tech trees are awesome. Terror stars are just a rather useless gimmick IMO. Managing your economy and planets has been emphasized by raising maintenance cost of buildings. I think GalCiv2 is a much better game with TA.
It should have the upgrade option. At least it does have for me, somewhere around the bottom left. Playing TA btw in case it makes a difference.
There are some things that can make the territory borders more important. The Super Isolationist ability makes opponents go slow. Some ship modules provide a bonus to attack or defense in your area of influence. There's a united planets law that removes ships from each other's territory when war is declared. There may be more effects (is upgrading ships cheaper in your territory?). The borders also help you see whether you have a chance to culture flip a planet. If it's deep inside your
I would say strategically buy some planets and build them up with culture buildings, but with tech trading off that is probably too expensive, and without influence resources it's probably ineffective. Go evil for the Mind Control Center and free starbase upgrades if you can. It really helps a lot with culture flips.
You can do that later, maybe even just build it. Factory first sounds good. Also the influence tile isn't so bad if it works with the Innovation Complex. That's another thing for later though, especially since the position of the homeworld is pretty bad for culture stuff.