Coming up with grand ideas and features may be fun. Specifying them in the unambiguous level of precision and detail necessary to implement them sanely without undesired complications, however, is a substantial amount of work not to be taken lightly.
Twirlip
Can of wyrms. Next thing, folks would be asking for atmospheric, gravity and temperature preferences, and there'd be headaches about how to handle mixed colonies. It'd be more realistic, sure, but would it hurt gameplay, or take too much time that could be spent on other things?
Hm. Does this ever happen to the player -- a minor stealing all your techs, that is?
It'll help if you bribe them to go to war against each other, as that can weaken them significantly. Don't forget to preposition constructors in anticipation of starbase destruction. ;)
Sigma_7 -- The point is, there'd be twelve months for your allies or your voters to draw you into wars. Plus, relations will have time to deteriorate, so a "bribe them all in one turn" strategy might be less meaningful.
Perhaps an Alliance victory should have a 12-month timer as well?
From 'wonders.imp': AbilityType 14 //sensors AbilityAmount 10 Gerakken nails it; the simplest interpretation appears to be 10 parsecs, if it's not relative to map size or existing sensor ability.
Sephlock -- It still wouldn't matter that much, since planets do have limited production capacities, so unless that world was incredibly built-up with insane PQ and numerous starbases, it wouldn't use that much of the overall empire budget (at least for larger maps). OTOH, the global treasury does act as a universal super-construction method if you quick-buy.
Turn summary could be improved. - We should be able to return to it DURING the turn. - In addition to "item completed", it would be good to track certain statistics and events, e.g... "The previous month, our treasury rose/fell by X BC. We expect it to rise/fall by Y BC this month." "The FOO declared war on the BAR." "The FOO allied with the BAR." "The FOO have finished researching BAR." (if one has sufficient investments in espionage) et al.
The main advantage of Neutral is that you won't commit to a radical alignment and then find out that your neighbors have the opposite ethos. This is particularly true in a huge map where influence might not reveal your neighbors for a while, or if you've set the game to randomize all alignments (heh. The one game I tried that, *nobody* rolled good). If enough events show up later, you might be able to commit to one if necessary. That's a fairly big if, however, since at least in 1.05
Purple stars yield higher influence, if memory serves. PQ will indirectly affect it, because high PQ => more pop => more influence. Plus it'll have more of an economy to build and support more maintenance-heavy facilities. It's even possible for *Sol* to be purple, if you're lucky.
...and, as far as I can tell, color is a certain indicator. I've never had a green deal refused, nor a yellow deal accepted. (Unless, of course, you're simply making demands and not offering. Then it's always blue regardless of whether or not they'll pay.)
Technically, according to the backstory everybody -- including the humans -- should start with the technology to build stargates. After all, Terran scientists received the stargate plans, understood them, and from there worked out hyperdrive. Ergo => no additional tech requirement. On the other hand, they would need to be very expensive to build, use, and probably to maintain as well. It might still be useful on large galaxies to send high-quality capital ships to systems closer to w
It should probably have at least some effect on morale, unless there are other colonies in the system (under the assumption that the colonists would be given a chance to use in-system transport to reach those). Otherwise, it's abuseable. After getting very VERY few colonization events (1.05.71) even on a huge map, I systematically pumped out 1M-pop colony ships in systems with empty planets, destroying the colonies immediately, just to get enough events to move morale. I managed to sw
Tech trading prices should probably reflect availability, if it doesn't already. Somebody whose the sole seller (either because nobody else has it, or somebody does but won't sell it to the prospective buyer because of bad relations) should expect a higher price than somebody who's trying to sell a tech that's already in the hands of most of the galaxy.
1.05.71 -- When you build a colony ship (auto-launch off) and immediately use it to colonize a planet in the same system (immediate == when planet screen pops up to tell you it's done with the ship; no launch, no first hitting next/done), and then hit 'destroy colony' when the new colony pops up because its build queue is empty, CTD follows before it's done with all the planet-screen popups.
According to JavaScout's GalCiv DB, a Ranger has A/D/M/H/S/R (att, def, move, hp, sensor, range) of 12/9/3/60/5/1, for a cost of 800 + 20 maintenance, while a Dreadnought has A/D/M/H/S/R of 12/8/1/50/3/0 for a cost of 500 and maintenance of 18. So the Ranger has a slightly better defense, but significantly better speed/sensors plus surveying capability (perhaps yielding significantly higher stats), at a much higher build cost. Maintenance doesn't jump that much, 'tho.
Military resources. Maxxed out, they give +68% attack/defense to every ship in your empire, which can be a big help taking all the other resources. ;}
Parable, at least in 1.04.62 I've been able to bribe a Friendly trading partner into Close, which allows alliances. It might have been in one of my Diplomonster-type games, though.
The one definite benefit, if memory serves, is that allies are more likely to join in your wars (either offensive or defensive).
Mr. Troll needs to think about the value of mobility and intelligence in combat. Defending a fixed, known location against an armada that could smack you from light-seconds away and pick any location or locations to invade wouldn't be easy.
High morale seems to make it harder to flip -- it may not stop it entirely, but I've had far better luck rapidly flipping a system in the 50s or below than a morale-100. Cultural resistance; yep, quite a bit comes from Evil, eventually. Early on it's hard to build 'tho. Taking out an opponent's cultural starbases and, in particular, anything sitting on an influence resource would probably do the most to remove the pressure. A potential +68% global bonus to influence is quite
Ah, Hyper Warp. Alignment category is 70 => good, yes.
Hm, things to do: - Remember to check alien influence before you build the colony. - Keep morale up. - Don't overpopulate a world, e.g. dropping a billion people on a PQ13-14 isn't a very good option. - Keep taxes at a reasonable level; 35-39% seems to be where AIs usually sit. Lower taxes also helps boost morale and increase pop growth compared to high taxes; more pop => more influence. - Build +morale facilities. - Pump propaganda. - Keep your influen
Evil -- Immediate bonuses, of which perhaps the strongest is +PQ -- I've seen +40-50% PQ, which is huge. Of course, you also take a huge morality hit for choosing that path, compared to, say, a mere +1 morality for declining a starship bonus. Long-term: Additional bonuses to soldiering, production, economy, cultural resistance, and seemingly diplomacy with evil factions. Good -- No immediate bonuses. Long-term includes better relations with good n