Or go to planet screen//details and select propaganda.
Windscion
Two points: Its a recession, not a depression -- altho I realize it's depressing to you. I've been squashed by one of these myself, so I can sympathize. The text about risky trade route/not profitable is the games way of letting you know their freighter was destroyed by an enemy ship. Try not to be so judgemental in the future, my son. It'll make you a better person.
Well, the anti-matter missiles (ATT:100) can help situations like this, even with 1 hp. Dunno what their range is: haven't yet fired one. :notsure:
Nice catchy title, hunh? It's true tho. Infrastructure comes with maintanence costs, starbases modules don't. (AFAIK) Infrastructure only helps that planet, bases help the whole sector. Base modules can boost your movement and trade, and even slow enemies. And starbase bonuses STACK (in that sector). Don't forget that bases on resources can give HUGE bonuses by mid-game (+50%). I had two military resources, and I got my att/def/hps bonuses all over +100%, plus my mo
You have too much infrastructure and/or old ships. Destroy the infrastructure not needed to keep morale up, and sell obsolete naval vessels, or just scrap them. Better yet, don't build infrastructure in the first place, beyond those relating to morale, ships, and economy. I learned this the hard wya. BTW, are you in a recession? I got my arse kicked by a recession. Need a production boost? Build starbases with factories!
One more thing: less infrastructure. Set your social spending slider to 20% and make morale-boosting things your priority. Use governors for most planets. Class 25+ planets are another critter: micromanage them, they can get HUGE pops w/o big morale problems. Pops so large the infrastructure actually pays off! But to manage your low social allocation, build the production bonus facilities and put factories on starbases in that sector.
The attack rating is higher when it's in orbit. Planetary Defense might boost it further, I'm not sure. Other than that ... racial bonuses, resources, techs ... if your stats screen doesn't show +208% attack, it's prolly the in-orbit bonus.
I thought I read Econ + 20% per gov't upgrade.
My $0.2 ... For social queue, unused resources are used to build housing and infrastructure, improving the growth rate. For military queue, undirected resources boost repair rates in that sector.
Build starbases with modules which make your ships stronger. These affects are for the sector the starbase is in, so do this in strategic sectors. Place ships in orbit around planets and on top of starbases to defend them. For this I prefer the Battlehammer, whose stat are mediocre but whose hit points are excellent. The mediocre stats are boosted by the starbase (and planetary defense social projects) to make them powerful defenders. And take out any starbases which can help the A.I.<b
There was some discussion of a 'preserve random seed', but IIRC it doesn't do this. Actually, I don't think it could possibly do this, since the AI is multithreaded. Because say the A.I. runs a fews trials combats to see if the results will be good. Then it uses the RNG, right? But as I understand it, the other A.I.s are doing the same thing at the same time, so the order changes from game to game. So saving the seed does no good. Oh, crap. Just reread your post, this isn't what you ask
The poster has the bonus pack, konfuzed666+1 ramses01 -- Yeah, I noticed this too. Thought it would be nice to zip around real fast, but it didn't work and I quit the game. Not sure if this is a bug or a documentation problem. But for the cost, it should act as you thought.
no only the random events matter
I was wondering about this myself. First, you cannot colonize below level 12. However, nothing prevents you from re-using the planet. I.e., kill the colony and restart. Last, events don't always occur immediately, so you hate throw away a planet you spent some time building up.
It's Mitrosoft my son. Lets not upset the lawyers (IANAL). ;) The nice thing about GalCiv is that it recognizes a fact that very few games do: namely, the government can spend money MUCH faster than it makes it. That's why the default for gov't spending is at 50%. There are two basic ways to deal with this problem. (a) lower spending. (b) Sell stuff to other civs. Minor civs are great for selling stuff to since giving them military techs and ships makes it harder for the drengin to inva
The table: ..| 20% 25% 30% 35% OPQ | --------- NPQ ----------- _12__| 14 15 15 16 _13__| 15 16 16 17 _14__| 16 17 18 18 _15__| 18 18 19 20 should read TB | 20% 25% 30% 35% OPQ | ---- NPQ --- _12__| 14 15 15 16 _13__| 15 16 16 17 _14__| 16 17 18 18 _15__| 18 18 19 20 >:(
I've been thinking about the cost/benefit of certain bonuses in the bonus pack. Specifically, I am focusing on the planet quality bonus's ability to turn useless planets into useful ones, where useful is defined as net planet quality greater that or equal to 16 (NPQ>=16). I have been playing on habitable planets uncommon, because that's my bias. (So there.) With higher or lower abundances of good planets, the analysis below is probably irrelevant. IIRC, the panet quality bonus
When I reloaded a game -- first using 'continue civ' then 'load civ' -- a morale resource I had built a starbase over disappeared! As did all of my starbase modules, but that's almost understandable since most were mining modules. (I also lost my +8 def and +2 ship attack modules as well.) And also, a new military resource appeared in an adjacent sector.
Well, I run constant deficit of 150-250 bc / turn and make up the diff by selling stuff to minors or other majors. I suspect I need to build my population up, or get more income.
Damn do I have egg on my face! Yes, Space_Dust, you are correct. Was attacking with a base 0 attack vessel. (With a +6 from the starbase.) When I used my BattleHammer, no problem. Thanks.
It won't _let_ me attack the Yor's ships.
I seem to be missing something here. Please help me. >:(
Apolyton, while seeing what's new
Biological Enlightenment: requires align>=85 & some fairly advanced medical tech . New biofeedback techniques pioneered by Meditatives extend lifespan and resistance to disease. Improvement: Meditation Seminary: +15% growth +5% morale +15% cultural resistance I also really like Sterrett's Empathic Translator. gofar: The Destructive Thought Sensor (Censor?) reeks of extreme totalitarianism, and seem to me an *evil* use of technology. Good civs *treat* those les