Star Pilot -- You could probably just move the tax slider until the Average Morale rating is 100, right? Pushing for Medical Theory / Basic Environmental Control / Aphrodisiacs would also be reasonable early if you really want pop growth.
Twirlip
MM77 -- Bear in mind that culture-flipping only happens when they're (a) already unhappy, and (b) feel that they're better off with a neighbor. In other words, if you're seeing culture flips, you're not managing them well. As for your harping on "friends and family", as I've noted -- we're dealing with an empire of potentially trillions of people. Just because they're nominally in the same empire doesn't mean they give a damn about the others in their empire. When they flip, they ca
As far as I can tell, even at lower levels such as Normal the AI is pretty fervent about keeping morale up (e.g. frequently in the high 90s). You may be doing economic damage to them, 'tho, if you are forcing them to do any of the following: - lower their tax rate - use propaganda - build morale-boosting structures If they have some Morale resources, and access to the morale-building trade goods, you might be waiting quite some time to see that morale dropping. You sh
Fonda? See http://www.snopes.com/military/fonda.htm.
Ah, but they haven't necessarily killed anyone you know. In fact, culture flipping doesn't require invasions at all. And you will likely have nothing personally invested in people on another planet...
I think it'll depend on your map and empire size. If LDiCesare's playing with tiny maps and rare planets, for instance, he'll have an easier time staying fully funded because the number of trade routes he's allowed will still be 10 max. The larger the map and the more colonies you have, the harder it'll be; long trade routes may bring more money, but will be harder to saturate with starbases and harder to protect.
MM77 -- The United States is not a collection of planets, each of which happens to be a basically self-sufficient colony multiple LIGHT YEARS away from each other. Gosh, you think they might be more independent-minded?
As for freighter trade, I like to trade with a minor instead of a major. One, the minor is more likely to feel indebted to me, because I'll be responsible for a far greater part of its income than I could ever be for all but the weakest majors. Two, it's less likely to be a problem in terms of competing for planets, et al. Three, while the extra money makes it more of a potential threat, it's still far less of a threat than a major with more money to pump into, say, a hefty war fleet or a lar
Tight clusters. Range matters, starbase placement matters, and culture gets concentrated more along with pop.
Want to blockade? Hit those freighters. Otherwise, if you're not willing to hit those freighters, how the heck do you expect to blockade?
Feh. If they already feel like they're part of somebody else's culture, and you declare war on THAT culture, you should expect greater unrest, not less; in fact, it's not unreasonable for them to become so enraged that they defect.
Evil can work just dandy on Normal; it just depends on your neighbors, and *intelligently* choosing Evil. A big PQ, starship or production bonus may be worth it; a one-time savings of some BC may not be. And, obviously, it helps if the Yor and Drengin haven't been squashed. I've won on both sides of Good vs. Evil alliances. You'll also want to mess with everybody's heads, regardless of alignment. That is, while you want to have a good military relative to the others, one way of achieving th
Use improvements for cultural resistance and culture output. Keep warships in orbit. Build morale boosters. Long-term, this includes boosting PQ. Use propaganda. Use cultural starbases -- there's a lot of modules in that category, use 'em. Get the influence/morale resources. Lower taxes if you must to pump morale up. If they're overpopulated, load 'em up and send them elsewhere. Trade for any trade good which affects morale or influence. Those are the m
A multiplier for research rate (e.g. slow, normal, fast research if you want differently-paced games) and perhaps an "advanced start" option would be spiffy.
The summation's a bit different (for instance, order doesn't matter; it's more like sum (i=x to 100) of C(100,x) * p^x * (1-p)^(100-x) for x dissenters and p probability of voting against. Even allowing for 40 dissenters, though, with a 29% of dissent you'd expect to have 50 voting against only ~0.0008 % of the time if were a uniform die roll considering only morale.
Might they have a starbase hidden from you by Fog of War?
Pain Amplifiers perhaps should be associated with Evil; it felt rather odd as an 80+-aligned empire to use 'em.
It would be handy to have a screen available listing all active tributes/leases, perhaps sorted by time remaining. In the ship list, if there isn't already, it would be nice to have an indication of which ships are in orbit and which are in space (perhaps differentiate further: in space, with orders already?) Changing the color of the ship name would work.
Trade routes will help, combined with starbases with modules that boost trade income. If you have minors in your corner i.e. you're the most logical trading partner, see that they have trade, too; both sides benefit from a route. Perhaps other nations will be more likely to trade with you if you bribe them to go to war with just about everyone else, hm. So, for that matter, will trading with the AIs in the more usual sense. Technology's going to spread anyway regardless of whether or
Sorry, my bad. 5K BC it is... more expensive than many of the early wonders, even.
Same answer as the last time this question popped up: Research "Terror Star". Browsing GCTech.TECH, we find that the Terror Star technology requires "Artificial Planets", which requires "Artificial Satellites", which requires "Large Scale Building", which requires both "Advanced Engineering" and "Tri-strontium Alloy". And so froth. Then, take a starbase and add four constructors for four more military modules (Terror Star-Shell, Terror Star-Bridge, Terror Star-Core, Terror St
modemboy -- Hmm. How do you convince an AI to trade Corvettes, or for that matter any of the ship-granting tech?
Alzandrion -- That's what I figure. A new colony would need not only people, but all sorts of machinery, biota that you need for a viable sustainable ecosystem, all sorts of supplies, perhaps prefab buildings...
Hm, I've seen the Yor and Drengin try to eviscerate each other when on their default Evil alignments -- it helped that they were next to each other, and that I'd early in the game bribed pretty much everybody to go to war with pretty much everybody else except for the Torian-Altarian alliance. (I was playing Good at the time, as I happened to be sandwiched between those two.)
Excalibur's last, and it takes some pretty extreme technology to get there. With 80/20/10 base attack/def/speed, it's a VERY powerful ship class.