where it was built will be the "home" system for the trade route. but a single system can have multiple routes, so you should just build a bunch of freighters in you wealthiest or most remote systems. cheers h
Horatio
1) governors are just build queues you can assign to a bunch of planets. they have no AI or anything. 2) each ship type has a "range" value (colonyship is 1), this is the maximum distance they can go from a friendly sector ( needs to have a planet or starbase ). The minimap in the corner has an illuminated grid showing the range of the selected ship. certain techs n' stuff will increase this value. 3) bug? 4) improvements, production and research all cost money. lower
i asked a question about the tweaks. but got no response. so i'm gonna ask again...what's in the new .exe? cheers h
i agree. it's a totally meaningless advantage once you figure out how to mass produce colony ships in the first few turns. cheers h
any idea what's in the .exe update? cheers h
E) kinda... i think you should be refunded the cost of the production being wasted minus a small penalty. any "free" production should go to waste. this would be a nice micromanagement free approach. cheers h
it's just an extremely well made space 4X strategy game with exceptional enemy AI. it does not really "push the envelope" or "break new ground", but AFAIK that was not the intention of the developers to do so. if that appeals to you, buy it. if you're not sure, wait for the demo. cheers h
did you end up winning the game? cheers h
hmmm...this seems like an fairly major exploit. i agree that the AI when trading should not accept, or at least attach little value to, planets that are overwhelmingly influenced by another culture. also, it looks like the AI's reaction to "culture assaults" should be tweaked. cheers h
i don't think there should be any alignment shift. but i do think morale should suffer based on your government type ( no hit for imperial to massive hit for federation ). cheers h
formally declaring war should not shift towards good. it would lead to temptation to continuously declare war and then immediately make peace in order to boost alignment ( since being good makes the game easier via influence and diplomacy ). but a sneak attack should definitely be evil since it provides an immediate benefit. cheers h
a simple thing like a "formal war declaration" which requires you to wait 1 turn before attacking vs. a "sneak attack" which is considered an "evil act" would be cool. i think it would go well with the whole "evil = short term gain, good = short term pain" approach of GalCiv. the senate thing would also be cool, but probably much harder from an implementation standpoint. cheers h
does relative military or economic strength figure into the equation or is it just diplomacy skill? i.e. if the drengin had 10X more military power than the PC, would you have to offer much more to get the same result? you'd think a civ with a serious edge would drive a much harder bargain. d ~SDC~
i think everyone gave up trying to top you after the "MOO2 & childbirth" anecdote. ~SDC~
i'm currently dling the media files. i noticed that there's a newer version of Galciv up 1.01.029 - i got 1.01.026 a hour or so ago. is updating necessary? cheers h ~SDC~
aaaahhh...now it all makes sense. thanks frogboy. i'm sure you mentioned that DGM was dead in one of your pinned FAQs that i neglected to read. :p now if only it would dload faster. cheers h
hmm...finally realized that my pop-up blocker ( proxomitron ) was causing stardock to freak out. i may have accidentally registered about 6 different identities. oh well. at least it's downloading now. this whole DGM vs. Stardock Central seems unnecessarily confusing IMO. why is it not in DGM when you can get it from stardock? why does DGM have an old version of TCM (1.1)? who knows? good job in any case. cheers h