PQ 10 - THIS IS CETI ALPHA FIVE!! Helps if you imagine Ricardo Montalbun saying it...
FFAristocrat
As I udnerstand it, it's not so much a morale bonus as a higher population limit. Class 15 planets have a certain point at which your morale will tank. With higher class planets, that point is higher. So you can have more people on the planet(which means more production all over) before morale becomes an issue. I don't know if PQ itself gives a production bonus.
http://www.welovetheiraqiinformationminister.com/ It'd be funny if someone modded the diplomacy bits to... When you initiate diplomacy during a war you're winning: "We have placed you in a quagmire from which you can never emerge except dead.” "I speak better English than this villain Emperor %s" "Our estimates are that none of you will come out alive unless you surrender to us quickly." "I would like to clarify a simple fact here: How can yo
What might be useful for your editing tool is some kind of party evaluator. I think all the party bonuses are available as chosen abilities. So add up how many points would have to be used to get the equivalent ability permanently. Do the same for the penalties. I think it's safe to say that you'll be in control of the senate at least 80% of the time in any given game. So multiply the bonus points by 4 and then subtract the points for the penalties. That's the
I think only Mars and Earth are set. The other planets in Sol are randomly generated. There's a chance (like every other race) that you'll end up with another habitable planet or two in your home system. So it'd be weird if they kept the real names and Saturn turned out to be a habitable planet.
If you've built the terorr star already, you can blow up planets. No other tech required. I believe they have to be undefended however. Make sure you escort it; it's just as vulnerable as any other starbase.
Maybe they're about to finish researching battleships or dreadnaughts?
The random events should give a race an advantage or disadvantage, not an easy victory or certain defeat.
I've had the impression the military and technology graphs, at least, were based upon *spending*. The upticks and downturns in the graph seemed to correspond to when I'd ratchet up one or the other. For example, when Battleships were finally available for me to research, I cranked the research meter up to about 80% until it was finished. Then, I turned military spending up to 80% to crank out a few battleships quickly. Then I returned everything to normal levels(30/30/40). The
I had the same problem in 1.01a. I would be completely dominating the game on all fronts but consistantly be ranked 5th or 6th. The reload recap would also insist I was falling behind technologically despite having many more techs than any other empire in the game.
I don't know how effective limiting trades per turn would be. I'd simply spread my "spam tech" trades out over several turns instead of doing them all at once. Or how about this idea: You can only trade tech/planets/ships/trade goods with civs you have a trade route with. (regardless of who initiated it.) Money and influence would be tradeable always.
>>(100 weaker drednaught vs 1 stronger, you always lost your first attacking dreadnoughts - QUANTITY DOESNT MATTER IN SHIP COMBAT ONLY QUALITY). I'm sort of missing what the problem is here. Are you stating that 100 weaker dreadnaughts should be able to attack a stronger dreadnaught without losing *any* ships? Unless they're outclassed several times over, those dreadnaughts will wear the stronger one down pretty quickly, suffering a number of losses along the way. That's how
There is no real downside to building them, of course. They're the first things I do on every planet. If you're referring to leasing them is much more expensive and crimps your budget in the future. It's also not necessary to immediately upgrade the planet quality. Typically, your new colonized planet won't have a population large enough for one or two points of PQ to make a significant difference.
Maybe there are multiple planets in the system? If there's more than one inhabited planet, your troops get split equally amongst them.
When you get a trade good from someone, you get the benefit immediately; you don't have to build it. You also can't trade it to anyone. So it's not like tech where you have to worry about races trading with your enemies. AFAIK, when the inventor dies, no one can rebuild it or license it; but those who licensed it before s/he died keep the benefits.
I've noticed the same problem with race achievements as well. I built multiple ones in my last game by accident. It should at least disappear from the queue if another planet is working on it. I haven't noticed the problem in 1.01a with trade goods. If I'm building it, and another race beats me to it, it disappears from any production queue that was working on it.
Maybe you need to start a new game in order for them to show up properly? Put them under a quick to research tech at the start of the tree.
I don't know if it would work... because the origin planet of the freighter would still be the same.
Typo in the latest build as of tonight: In the setup screen, the paragraph giving an overview of your empire refers to "it's leader". No apostrophe. ;)
The game does indicate if you're deficit spending. Your treasury total will be in yellow if you're losing money. Plus the totals on the economic screen and what not. But the revolution event appears to be a bug.
You can only spend so much on each planet. I believe this is tied to population and planet quality. The spending slider determines how much you're willing to spend out of that maximum amount. So if a planet has $150 bucks worth of capacity, then 50% on the slider would mean you would spend $75 on production there. The military/social/tech bars decide how those bucks are divied up. This is seperate from fixed costs like tributes, leases, etc.
Nevermind. I guess that answers my question. ;)
Does this reset the countdown to cultural victory? If you're at 1 month to go and Save the game and the reload, will you end up having to start the countdown over?
Another oddity is the recap screen that comes up when I reload the game. Both times I've reloaded, the bot has noted "We've fallen behind technologically." I haven't been *spending* very much money on tech, but I've have a strong enough military to badger the minor races and the Arceans into giving me tons of tech. At this point, no one has a tech that I don't have. So I should be at the leading edge.
I have retail plus the bonuspack. The little victory progress tracker is wonky. Right now, it says I have 12 months to cultural victory because I have more than 90% of the sectors under my control. Two problems: 1. The month countdown isn't decreasing. It's been at 12 for several months. Which is probably because 2. I actually culturally dominate only 83% (13 of 16) of the sectors. So the victory condition itself seems to be fine, it's just the indicat