[quote]thirty randomly placed spies on your worlds[/quote] That's what you fucking get for leaving mega events on.
Lavitage
I just blasted one of his starbases, worked great.
Drath aren't even in the game. I traded for some of my would-be target's cheapo techs so that when I started taking his planets, I'd get the good stuff, only now he sends me away when I try talk to him, saying he's "too busy", so I can't do the declare war treaty.
You know how, as you use larger and larger hulls, the components take up slightly more space? Autodesigned ships aren't affected by that. All their components take up as much space as they would on a self-designed tiny ship.
In before a flood of people agreeing with all 7 of your points, despite them being sarcastic.
[quote]Have you cutomised them to use all available build points they have? Not only are they much more unique and challenging you can boost the weaker races quite a bit to be more competitive. [/quote] Wait, do the AI races not spend their points or something? It never occured to me that I'd have to, I assumed they just spent the ones you didn't assign before game start.
Don't skip the DL campaign because of the changes, skip it because it's bad. If DL rules were still current, I'd still recommend avoiding that campaign. Adjusting to TA after spending some time on the DA campaign isn't hard.
If you NOTICE a planet's population going apeshit, it's easy to take care of. If you're using a bunch of unboosted farms, replace a few with cash buildings. When a farm disappears, the people it was supporting die immediately. If you're using a farm on a food bonus tile, replace some other building with a normal farm, THEN replace the food bonus farm with a different building. Or, just use transports or colony ships. You need some production for both though. T
What those buildings do is shove more money into the pockets of your citizens. With your tax rate, you then skim a certain amount of that extra money off the top for your own greedy little self. I'd cram that planet with labs + a tech capital + a coordination center. It's crazy to even have the option of building an economic capital on such a world. If you're not building your economic capital on your homeworld early, you're doing it wrong.
BAWWWWW threads about the highest difficulty levels being too hard are the greatest.
[quote]if you thought population magically appeared on the ship without impacting the homeworld you are a giant moron.[/quote] Protip: Just because a mechanic makes sense doesn't mean it'll obviously be in a game. I mean, these colonizers can fit what, a hundred million people on them? The realism boat sailed. There's nothing moronic about expecting other leaps of unrealism like not affecting the home planet.
Those negative numbers in the domestic stats window are still there, and routes still don't grow over time. I guess this is just one of those bugs that people haven't been loud enough about?
Trade seems to be bugged. When they fix it, it should make a difference.
EDIT: Ignore this post.
[quote]for example look at civilization. the fun is the multiplayer-part.[/quote] [img]http://img134.imageshack.us/img134/8579/laughingelfmanff1.jpg[/img] Civ4's multiplayer is buggy, and boring and gay even setting the bugginess aside, and Civ4 as an overall game is hurt by the fact that multiplayer considerations were factored in when balancing the game. It's just not possible to make a good multiplayer system in a turn based strategy game. Best thing to do is go the
I've heard JK is a normal event, not a mega, is that true?
What's this MCC bug you guys are mentioning? Assuming you mean mind control center but I don't know what the bug is.
They had 7 planets left, and weren't even at war with me, but with 2 other races. What the hell.
[quote]I am torn as to whether this weekend is the weekend to really tear into this. Is the tech bug dead then or should I wait it out a bit more?[/quote] Things are back to the way they were before TA. What most people (including myself, originally) don't realize is that this inflation has always been in the game. It just went unnoticed because it was A) pretty tame and B) obscured by not being able to see the actual costs of techs. The inflation was pumped full of steroids i
In the new patch, inflation is still in but toned way down. It's something like 1/4th of what it was before.
[quote]in a game without tech victory.[/quote] I don't understand people who disable victory conditions in these strategy games. What's the point?
Forget my above post. Turns out a developer did in fact respond in detail to that topic and I just missed it. Really wish there were a way for me to delete it. EDIT: Wait, there's an edit button on this post but not the last one
fjihjfvyujr6yujtujm 4 pages of arguing about a troll and the tech inflation. I have TA but am still playing DA due to a problem with the tech tree keeping me away from TA... and it's not the inflation. It's because of the new unique techs not properly functioning as prerequisites. Again: [link]https://forums.galciv2.com/311560[/link] Inflation does the same thing to everyone. These prereq related bugs totally screw up the race balance. Worry