Sounds like time for an anti-matter missile. :)
Twirlip
Actuarian -- Have you tried the "Tactical" button (upper left) while on a planet's production selection screen? I just noticed it last night, heh.
Another way to streamline gifting / asking of items would be to add an option for when you right-click a ship or system, e.g. "Mark for trading", so that the next time you enter the trading screen marked items appear -- on your side as an offer, or as a request from the Other Guy, if they happen to belong to whoever you're talking to. This would make it far easier to gift a small fleet, versus writing down ship names/numbers.
Traditionally, blockading *is* considered an act of war -- and I find that extremely reasonable. You can no longer legitimately claim neutrality when forcibly interfering with the commerce between third parties with prejudice to one. As it is, if your ships are fast enough, you'll catch ships when they make a break for it. Perhaps if launching cost more movement points -- say, half the unit's speed -- they'd be even easier to catch. As for morale... in wartime, an enemy havin
Don't expect extreme efficiency from any part of a government, even when it's doing nothing. Even in the real world, an agency's more likely to use its funding (wastefully, if need be) than to accept a budget cut on the grounds that it didn't need that much money.
Mind your sliders, especially early. You don't need high social production while you don't have much to build, and when you're racing hard to finish the early trade goods before some wealthy minor buys 'em from the alien Mitrosoft equivalent, you don't want too much diverted to military.
It's the smallest of nitpicks, but the opening video for GalCiv claims that the hyperdrive enables /instantaneous/ transit to any point in the galaxy, which is inconsistent with both the game and the manual. It should really be referring to FTL travel.
Alzandrion -- The interesting part about a trade good is that it's a monopoly. That is, you *can't* build it if somebody beat you to it, unless you strike a deal with the original builder. And if you're not willing to trade it away, you shouldn't get any additional TRADING benefit unless it's inherent to nature of the product.
I might have to try a game with five Pure Evil AIs sometime.
It may also help if you foment trouble for everybody else by bribing them to go to war with each other. Then avoid entanglements (alliances) and they may be busy enough not to bother you as much. ;) Heck, you could probably move obsolete warships into somebody else's space, then gift them to a third party for kicks. More expensively, build a shell of a starbase and do the same.
Tributes continue, probably to prevent abuse by first making large purchases and then starting an "official" if not very active war.
They also attract enemy ships like hotcakes, which depending on the difficulty level and your TS's defense modules may be a good thing. At least on Normal, the AI doesn't seem to use AMMs, which would probably be a TS user's worst nightmare. Boom, 5000 BC and numerous constructors down the drain unless you intercept the missile with your other ships first.
SaintP -- Tributes continue during war, to prevent being able to duck out of them that easily. As for income... the income comes from your willingness to trade them. Bear in mind that, unlike technology, the recipient CANNOT resell a trade good to anybody else. That means that if you like, you can sell a trade good to everybody who you want to have it, without worrying that it'll go to your enemies. If you aren't willing to sell it to anyone, you'll simply have to be satisfi
Starbases show up as crosses; you may want to zoom in to, say, 133% if you're playing on Large. That'll make it clearer. It may also help to enable the "show autopilot destinations" filter; the lines shorten as the ships get closer to destinations, so it makes it easier to track your outbounds.
Incidentally, have you tried hitting the DN with an anti-matter missile? You've got the tech for it (Dreadnoughts), and at attack-100, they're pretty nasty. att 36/def 21 doesn't seem too out of bounds for a dreadnought.
*sigh* Another one who does not yet see the power of the Dark Side. Learn, and let your GUI turn red with rage. Sacrifice, and gain the Life Force Power, and grow wealthy. ;)
You can't spy on or destabilize minors, so trying to do so from that screen affects majors instead. I've suggested that those sliders disappear from the minors screen, as that had confused me too.
Oh, and if it's intended that destabilization / espionage not apply to minors, those sliders should be hidden / disabled when switching to the Minors screen.
More useful to more people might be a way to filter planets by abilities such as starship quality. However, there's a fair number of ways to sort that list even now... if that were a drop-down list so it'd be click-click to choose a method instead of click-click-click-click, it would be faster to use. Starship quality in particular comes to mind since it makes a pretty healthy difference. 'suppose one could always name the system "Starship x%", but that's a bit gamey. "Pirate's Cove" would b
Another bit: It might be a useful visual cue to indicate that a sector was only partly explored by, say, showing a thinner nebula background on the minimap.
It's almost certainly been mentioned before, but on the trading screen, it would be REALLY useful to be able to right-click something to get the usual in-game description. For ships, bases, and systems, it would be spiffy if a map -- even a very non-detailed one -- could be shown to indicate where it was.
Well, *shrug* it does provide you with information such as how all their ability scores are. On the other hand, in one game I spent approximately 500 BC a month for decades on destabilizing the Drengin and yet their average morale ~80%, without morale resources and without going anywhere near bankrupt or slowing their ship production.
There's quite a bit of it that could be improved, but I seem to recall the devs saying that UI changes will likely wait for the expansion (this summer, that is; free and not too far off). Perhaps my current pet peeves are that you can't find a system by name efficiently, especially if it's not colonized yet; and that if, during the "projects completed, please make new choices" phase, if you go to the details screen and push "done" it ends that entire phase rather than going to the next planet.
1) Depends on map size and type, and proximity to neighbors, I'd wager. Battlehammers seem pretty effective, 'though. 2) *After* destroying them? Interesting... 3) Your scout might be the nearest ship. Try leading him to somebody you don't like. 4) Well, don't forget to crank out colony ships. This again depends on the map; if you start and see tasty yellow stars everywhere you look, colonize! 5) Random events. You can't affect them. 6) Big ships
That, plus they may be blackmailing minors like crazy. In the current game I'm in -- only my fourth, so it's on rather easy settings -- I was a bit nonplussed to find that EVERY starting minor was ensconced safely behind and next to another major, which obviously gives a substantial boost to the AI's blackmail and trading possibilities. The game's still nicely in hand (like I said, it's only my fourth, so I'd set everybody to sub-normal, and used a huge/common/tight map) and really, I'