Interesting...I found the EUII interface to be one of the most well organized interfaces for a strategic game I've seen. It wasn't "intuitive" in the sense of being the same way everyone else did it so you knew it right off, but once I figured out where things were it made alot of sense. The only part I didn't like was the lack of hyperlinks from the log book to the actual province.
Valamir
Use espionage to prevent them from coming in the first place...Only thing I found that worked...they aren't called the Pansy Lords after all. ;-)
I wonder if they're using wormholes...?
I have a couple, but the funniest was the galactic zoo. I KNEW this thing was going to back fire. It came up as the first UP resolution...the toughest ship out there was a battle axe. So I voted it to my neighbors the cuddly Drengin. Within 2 years the sharks had busted loose. Kept the Drengin occupied for ALONG time. I kept sending drones up there to check it out. They lasted just long enough to show a never ending steam of battleaxes and corvettes smashing uselessly against the the shark
I guess it must depend on how dramatic the difference is...I've never had a planet last even a dozen turns (once I noticed the flag...which may not have been right away). Any idea what the point difference was...were you just on the cusp of the flag?
It didn't for mine. I had about 4 games won but until the last patch it crashed on submission. I managed to go back to a save game from the last one and play that the final couple turns again and submit that, but the only score that's posted is that last final game.
Also, if you find it happening to you, and you can't fix it quickly (Purchase a news net or something)...its a good time to try and sell the planet on the trade screen...if you're not going to be able to keep it, might as well get something for it.
Yup, that's the usual reason. I have had it get stuck for other reasons...usually involving switching a bunch of screen views while a ship was waiting to move. If that happens the work around I found is to put Auto Turn back on for a turn...this will trigger a new turn without needing to hit the button and the button will come back for the new turn.
I use the same strategy you do Horatio. Then once I get all the nearby planets I swing military down to 20 and boost social and research up to 40 each. Trading tech for cash allows me to keep the spending maxed which really starts to crank out the social programs. Once I get Trade I usually will bump the military up to 30-35 and begin pushing out frieghters and constructors. I've also seen alot of advice about colonizing only 15+ planets. Thats a HUGE mistake I think. In the early
Morale makes a HUGE difference in population growth. Keep your morale at 53 and your growth will be slow (a low % on low starting populations). Pump your morale to 86% and you'll think your people are rabbits. Also Aphrodisiac and certain early techs increase pop growth directly.
Also I believe when it starts over the value of the route based on the value and population of the individual planets is recalculated.
The number in parenthesis on the left side of the details screen is maintenance. The number in parenthesis on the right side of the build queue screen is order in the governor's queue.
Europa Universalis II has the best War declaration system ever in a PC game. If you don't have a just cause your stability takes a beating for declaring war. When you go to war with a power, each of their allies have the opportunity to honor the alliance or betray it and not get involved (with betrayal being another hit). When you're at war with an alliance you can end the war entirely by making peace with the leader of the alliance, or you can make individual peace with each member. Peace i
I'm not sure what issue is being discussed here. I have a stardock icon on my desk top...when I click it it loads a window that lists files, and the date of the most recent update. When I highlight GalCiv a button appears to the right that says "update". I click on that. I get a flood bar that lasts less than a minute, it copies some files, deletes the temps...and voila...its done. How is this hard? I'd LOVE to have a set up like this that contained every game ever released i
I imagine it depends entirely on: 1) how many planets are in the sector where the event happens. 2) how many of the planets were uncolonized at the time 3) how quickly a nearby race is able to exploit those planets with colonies.
Its in the Economics Article
Nothing...consider them to be interchangeable. No doubt a legacy of a rewrite somewhere...just like Combat Transports and Battle Transports...same thing.
Can you blame them...waiting for years for MoO3 and instead they Cow Flop. With GalCiv we get the most kick ass space 4x game since the original Reach for the Stars and Spaceward Ho right from the gate...of course folks here are in a better mood ;-)
Ayup. The Yor were the weakest power in the galaxy...then they got THREE of those things in about 12 turns or so... I sent a scout to that sector. 15 planets ranging from 19 (only 1) to 36 PQ... Needless to say, they weren't in last place for long. What made it especially gruesome is that this happened in the first game that I actually had a shot of winning.
Given that: 1) all civs have access to the same set of modifiers...to my knowledge anyway there are no abilities that are unique to Drengin for instance. 2) you can customize the modifiers for Terra to whatever combination you want...including being exactly like the Drengin. 3) you can rename your empire (and emperor) to anything you want (including calling yourself Klingons if you feel like it) 4) you can rename you planets and space ships to anything you want. What exa
That's nothing...in the first game I played that I actually had a chance of winning three events occured in rapid succession...all in Yor Space...all involved tech that improved PQ on all uncolonized planets in the sector...basically a giant Genesis Effect. I sent a scout to that sector. There were 15 planets. Lowest quality was a 19 (only 1), highest was a 37. The Yor went from last place to first place in short order and soon there after ground me to dust...
Yeah, I think the over crowding penelty hits too early...we have 5 billion on this planet and it ain't anywhere near max capacity yet. BUT...do you people with morale problems build starbases? Starbases are the key to the game (perhaps too much of a key). You can propaganda every planet...but that costs money...but if you have a starbase you have a money making machine. Economy Starbases are powerful money bosters, but even starbases without a resource crank out money if you
Manufacturing is the speed at which you can build stuff. Each point of manufacturing cost 1$ to use it, so if you have 10 shields you can spend 10$/turn to build the item. I believe, however, that the 10$/turn is reduced by your social / military spending rate. So if your spending is only 50% you're actually only progressing 5$/turn towards the project (I think, though I haven't quite confirmed this). Increases to Manufacturing increase your available manufacturing as a %. If you ha
Yup. I had reached a point in my last game where I was slowly bankrupting myself. I needed more revenue producing planets, but I couldn't conquer the Aceans because their ships were about 3x better than mine (because they had two tricked out military resource starbases). So I traded them a good planet in a sector dominated by my influence and in return they gave me all 8 of their dreadnaughts 3 fully loaded Combat Transports and 3 resource generating starbases (they were on Normal int
Yeah, the ships that travel are just representative of the route as a whole, just as killing the frieghters is just representative of raiding the route. There are actually regular shipments going up and down the route each month generating monthly income. The distance the frieghter is from home is just a way to build in market fluctuations...the profitability of the route cycles over time. This is why killing a frieghter doesn't shut down the route, unless you kill the same frieghter