5) Mass building luxury effectiveness, this tech enables to adjust engineer effectiveness to build homes the best way, enabling all people to live in very good houses with the latest techs. Morale +5% Population growth +5% Income +5% ~SDC~
The Obliterator
Event : While building homes on a planet you stumble on a big ancient ship, your early inspections on the ship show that it has been a flagship from the ancients. - Repairing the ship would cost 800bc, you will gain a ship unknown to all races which cannot be built otherwise (must be special :) ) - Sending a science team to it to record data and research certain techs (+5% research bonus on planet) - The ship takes to much room, demolish it too make more
Woops forgot to post the tech name ;) ~SDC~
To keep it a bit readable for the devs, please post the following stuff : What type of 'good' thing it is (ie tech, project) how you would call your tech, etc Small description or explanation on what it does, and or the advantages are. 1) Interplanetary Liberation Taskforce. (ILT) These bold people try to rescue people of their own race which are held in captivity. The bonusses will be a moral increase sine people get saved and reunited. Would be cool if this projec
Lol that's funny :) ~SDC~
(For good races, continue) 4) If your race is in war with evil races your people will work harder, thus you get more production, a bit more morale. This only happens if you already got the news project build. ~SDC~
1) Interplanetary Liberation Taskforce. (ILT) These bold people try to rescue people of their own race which are held in captivity. The bonusses will be a moral increase sine people get saved and reunited. Would be cool if this project could gain exp and be more effective over time. Offcourse this would only be possible if the evil races could capture slaves, people send to death furnaces, etc. 2) A new tech that enables the ILT too also liberate people from other races, this gives
Ah tnx for the link Alex, that will come in handy :) ~SDC~
Very nice list you made (I was working on 1 in excel, but the layout kept me 2 busy lol :) ) Time to think of some good stuff hehe :) Hmm candy furnaces ? j/k 1) I'll think of some l8er while I have lunch now hehe ~SDC~
Testing SD central, test ? ok test Hmm I hope this test worked or I would need to test again to test if I can test this test properly :p ~SDC~
Continue on my post ;p 12) What about having certain trade good that would be addicting ? Like some drug for example. The race who receives this drug gets dependent on it and would less likely attack the evil society you are since they would have to miss the drug :) 13) What about a Starbase module which can slightly affect people to behave more evil (helps destabilization a bit) Only available if you are an evil race, works only if you use it against good and neutral
1) Mind terror satelites which can drop moral in enemy territory. 2) Death furnaces as a real building and tech(why not have the ability to make one planet a big death furnace) would be nice, they use captured enemies or slaves as fuel to make cash. 3) A special ship cloaking ship that can go to enemy planets and abduct people for use for the death furnaces. 4) A tech called jailing that can beam the crew of a ship up just before it explodes.(little do they know they w
The ability to have a 10% research bonus by having the own population feeding the machine (5% less population bonus, 5% less moral bonus) Black acid coke, can only be traded with other evil civs. Uhm, Anti Goodness Tactics (AGT) to aid warship commanders draining 5% defence (only works on good races, not neutral) by teaching fighting tactics that could only be countered by morally bad retaliation Maybe I know more tomorrow ?
This is a pic of the whole gigantic galaxy, where you clearly can see 'groups' of stars. [url]http://members.chello.nl/~j.veldhuis/Galciv/GalcivRadarsmall.jpg[/url] At the screenshot below you can the 'group' I colonized (you also see 1 torian colony within the condensed star group which I actually send a colony ship 2 l8 too. [url]http://members.chello.nl/~j.veldhuis/Galciv/GalcivRadarEnlarged.jpg[/url] Now if you look at the small map (1st url) you will see
Well I cannot give you number on normal, since I only have played on gigantic (and tiny once) so far. I do know that you atleast need to try to get as much planet within the radius your colony ships can get. After that you need to research techs, place a SB (or multiple) to be able to get your colony ships further. Another option is to improve your colony ships action radius by other planets. I would say, that on a gigantic map you should atleast try to get all the
Well these extra planets do give more influence (important reason why I would want these)
Well it seems I made a double post now lol
Sounds like a nice idea, alot lowerclass planets are pretty useless now. Alto I even colonize planets as low as 13 or even 12 if I have the tech to build planetary quality improvements. The survey ship could be suited for planetary examinations. (Maybe have a tech called shuttlecraft to enable this for the surveylike ships)
Indeed, I would hate to see I get sucked back into the game just at the moment b4 I pressed the 'upload to metaverse button' lol :) 1 thing is for sure that it will be very hard to get back on track even if you regain a few planets by liberation. (if that could happen somehow) When you play the game when it goes gold, try to hardly colonize at start. You will notice that you will have a hard time (I never managed to win that way yet)
Well if you lose your planet due to a culural defeat the ppl on it have more affection with the race who culturally dominated them. They have the habits, the food, the daily things all like simulair to the other race. Eventually the people want to be part of that race. (in Galciv) Offcourse l8er on there might be a chance that the people on it which are not part of the race that had culturally dominating them wants to break free. But that can also happen to people who a
About 'ingame shipdesign' in Galciv.. You could always decide to not research some parts of your techtrea (or planet build projects)and focus on other things. That is also the reason that your battleship may have less attack and defence then an Alterian battleship. (or high attack and low defence) You could also have ships to have a higher attack, or build certain facilities on a planet that would make ships (and sb's) have 50% more hitpoints. If you are not pe
[q](combined with the options on how you take the planet, massdrivers, traditional, etc)[/q] That is combined with the options which are already in the gamma and gold ;)
Actually Ancient, that would make a nice feature. For example : Genocide (evil) No risk of rebellion but reduces planet quality usually. Slavery (neutral) High risk of rebelling, increased production Normal war (good) Medium risk of rebelling(people are treated well, but still under control of the other race) leaving normal production. (in about 2 generatio
Looking good :) The future is filled with good games at Stardock it seems :)
You could make a wicked trade civilizaton, or a good warlike civ, or a neutral cultural civ. It's just the way you want to play it :) You start out as a neutral civilization, but trough events you will get from time to time you can make certain choices that can make your civ evil, neutral or good :d