1. This is either if you want a simple planetary adjustment, for example, you play 1/49/50, and you have your CivCap already built out and set to produce one Hull per turn, and it lacks some MP to do so, set focus to it, so you reach what you want and don't have to adjust your whole empire. It becomes globally important if your either playing on of the all-X strategies (only building either labs or facs) and use focus to get production in an area where you've not built any structures
Maiden666
I like the SCC and the ASC most, but that's just me... In TA I wouldn't even dare to build the MCC.
[quote who="qrtxian" reply="6" id="2602163"]Actually, the Iconians do NOT have ten points to spend. They have eight. I think this was intended to be balanced by the fact that they started with more technologies then any other race, but it seems to have made them weaker (or so I thought). The Iconians are actually one of the only DL civilizations that can't be re-created by a custom race, with the Drath and Yor (as you said) and possibly one more being the others. There's also a
[quote who="KzintiPatriarch" reply="143" id="2597166"]Maybe she's sending you spy-bots! Sentient species taste better... [/quote] Yes yes, with all those spies [e digicons]:troll:[/e] around here lately it would be best to *not* open all income emails.
In DL I see no reason to distinguish the Iconians from a simply "custom race" setup, they have ten points to spend, and do it on racial stuff that could be re-created by any race in exactly the same fashion. But this could be said from most races. However, there are some exceptions, esp. the Yor's 25% Miniaturizationbonus, or generally the Drath's bonuses, which historically are considered the strongest DL race, and whose amount of bonuses will exceed the points each race has to spend by far.
GmOOnii, got an empty PM from you again....
[quote who="Mumblefratz" reply="9" id="2594665"] I think I have a good idea of how to get going on DA, and perhaps I may even provide a slight amount of competition but I don't think I can really compete with playing as the Arnor against 9 Dread Lords as you can in TA with extreme ARC. [/quote] I believe a DL million player such as you won't find it hard to compete; AFAIK DL is hardest as it lacks a lot of stuff upon which score is founded... planet count, SA etc pp. In
In the UE the launcher will only execute TA, thus, you need to launch DL via the executable, same for DA. You can actually play all 3 campaigns from TA, but the it will change the ones for DL/DA, so best would be to start the campaigns from the version they belong to. Personally I find the TA campaign interesting, because you're going to have Arnor-ships (that you can keep and therefore amount from game to game) with which you can blast the Dread
[quote who="Evermore989" reply="5" id="2594501"] I thought starbases were limited to 4 a sector.... Was I misinformed by thinking that the affect of the SBs are limited to the sector they are in? [/quote] It is. Still SB's from sectors besides can influence as well. Some info: https://forums.galciv2.com/174470
1. Luck sets up your minimum roll in a battle. You attack with 8 lasers, and have 25% luck, then the roll is between 2-8. Thus, in a warfight, luck can be pretty important. Creativity adds a small amount of rp to your actual research. Sorry, no numbers. 2. Galactopedia. But you need to choose the TA installations-folder, otherwise it will display DL. 4. You got it right, the bonus-tiles only multiply a base-production. Wonders/Trade Goods/ Supers don't work on these, with one
You might want to search for "Tech Inflation". There must be quite alot of posts about this, as (in TA) it has been drastically increased and lots of people are actually complaining. In short, techs get more expensive as you research them, esp. weapon (red) techs are heavy hit by it.
Yesterday evening I thought it would be time for Mumblefratz to get away from this wreck-and-lumber off-topic section and return to the MV, and here you are. And excellent as always.
You need to send another Constructor to that base, upon reach a popup will let you add one module. What modules you can add depends on the techs you have already researched, some "yellow" techs enable you new influence-increasing modules on Influencer Starbases. Factory techs unlock planetary enhancing modules on EconStarbases, as well as Freighter-income can be increased. On Military Starbases you can add ship-support modules, such as increased speed or attack/defense. This i
hmmmmm..... I posted to this thread just yesterday and now my reply is missing.... anyway, just wanted to add that there can be also some additional "Minor"-races popping in by an Event, such as the 'Fundamentalists' or 'I-League'....
[quote who="Moosetek13" reply="2" id="2592652"] Range never caps. [/quote] [e digicons]:typo:[/e] In a gigantic galaxy range caps at ~15 sectors, beyond that any additional Life Support added to a ship will not generate any additional range at all. As range scales to galaxy size the definite range-cap is different, but it is actually pretty easy to discover once it is hit: On the minimap the range won't be a circle anymore, but will display a str
You can easily step into any governmental form and still reside with a high pop and generally unhappy population. The day elections happens simply drop taxes until an approval rate of, at least, 57% is reached, and you'll win the election. Afterwards shift to maximum taxes back. And if one forgets to lower taxes, simply load the autosave, you'll get another chance just then. The civ-wide economic bonuses are not to underestimate, esp. when playing a larger map. 30% is almost a full&nb
I think you got it right, Life Support isn't really necessary. There are some exceptions, though, as long-range Fighters or Constructors to destroy/mine space resources; and of course all Survey Vessels should have as much equipped as possible. Given the cost/space that can be much, but please notice that range will cap at some point.
[quote who="MarvinKosh" reply="10" id="2591764"]It's all very well saying this should be fixed or that should be fixed, but you aren't the ones who have to get it to work without unfixing other things along the way. There's five pages of forum posts with a range of proposed changes which go way beyond the scope of small updates. I'm not saying that those changes wouldn't do any good, but one of the chief complaints has been that the AI doesn't behave as it should. If you hav
Judging from all versions of the game I possess - no, and the DL's don't have different techs as is in the techtree. Just that they don't have to research them - they start out with them from turn 1 on. However, what you can do is useing their shipstyles, you would need to change a small entry in an xml-file of the installations-folder; but they lack some hulls, thus, the game won't propose you with most stock-designs, as well as the differentiation between them is harder, so gen
Seems like 'Saintly Alignment' is more viable when battling against the DL's: [IMG]http://img708.imageshack.us/img708/9547/301kzyw.png[/IMG] because concerning MM on Cargo Hulls, nothing beats ZPA's in combination with all those defensive bonuses one can get... [e digicons]:drool:[/e] c'mon GmOOnii, I wanna see more score! You research up 'Invention Matrix' after 'Total Majesty', and from then on built only these. Take the DL's planets one-by-one, turn-b
[quote who="GmOOnii" reply="140" id="2589321"] They are updating the forums so I image there will be cliches like I can't copy and paste. [/quote] Finally, no more motto's LOL You might use 'Control+c' & 'Control+v' instead.
GmOOnii, I've received another "empty" PM from you, which was nothing but the Re: I send you last week. Question: Did you try sending me a PM this week? btw Mina's glory shall not last for long. Agt. Smith has his own headquarters now!
ooopps sorry I mixed up the names. "@ Solam" should that have ment....
[quote who="GmOOnii" reply="5" id="2587011"]My best sale yet [/quote] Yeah, you need to gift them the money of the others so it will be more. No techs to get? awwwww.... @ Nocti I'm pretty sure this is done on suicidal.
[quote who="GW Swicord" reply="8" id="2587119"] Have you ever read a dev admit to this? I've seen the idea debated often around here, with some plausible arguments that players just miss the AI scouts and assume they had no fog-of-war because the first ship(s) they see are colonizers heading for a viable world. Sometimes, it seems to me like this is the one exception to no-AI-cheating until you go above Tough. But I've also seen plenty of scouting work by AIs, which would seem