I usually start with either banks or soil, then do the other one when the first is done. Then I'll make a manufacturing center (1bc maint). Anything else depends on what I've currently researched (morale boosters I'll build later). ~SDC~
Morpork
Try Tools-->Refresh Application Data to see if that helps. ~SDC~
For the modders, just replace the Terror Star with Vogon Constructor Fleets and the Diplomatic Translators with, what else, the Babel Fish. Also, add new sb modules for the Sirius Cybernetics Corportation, for a major culture bonus ('cause make useless things attractive enough to make people buy them). A new wonder could be the Hitchhikers' Headquarters (it could randomly create new "hitchhikers" that would spread across the galaxy... can't think what they would do in game terms, but it certai
If you're worried about the UP resolutions, try jacking up your influence. Or trade tech/ships/whatever for influence points (if money isn't an issue at the moment). ~SDC~
I bought the game about three days after it came out (why not on the day it came out? Hey, I gotta work at some point. :) ), downloaded the bonus pack, but avoided SDC. Mainly because I kept seeing threads about it not working, crashes to desktop, screwing up their installation... usual stuff. However, I did want 1.02 as soon as possible, so after SDC was updated, I downloaded it, and have been using it ever since. I don't even bother visiting the GalCiv website through IE anymore
Maybe they could just change the way auto-launch works. Launching 0 troops is annoying, and so is launching a colony ship with half a world's population on it (6000M instead of the intended 200M). Perhaps on the options screen you could have an "auto-launch" checklist, with every ship type listed. ~SDC~
Gaaahhh, bad joke alert! As punishment, you must eat a Torian Blood Larva (apparantly they taste great with spongecake)! :D ~SDC~
Don't forget that random stuff needs to pop up whenever you use it. I mean RANDOM... whales and potted plants are just the beginning... LOL ~SDC~
I've noticed that scouts now have a maintenance cost of 1bc. Not much, I'd admit, but I have enough issues with money that I won't build more than a couple now. ~SDC~
Heh, I had a starbase that was maxed on defense modules, and was all by its lonesome on a military resource... deep within Drengin territory. Needless to say, it got a lot of attention... unfortunately for the Drengin, they decided that their stack of 50+ Precursor Corvettes could take out that base. After waiting for about a minute for the carnage to end, the base had gone up a level... and didn't even take a single hp of damage! LOL ...then they sent in their Precursor Ran
The only time I do count squares is when I'm either in a race (to a resource, for instance) or trying to coordinate an attack (getting the high-attack warship to the system to wipe out the orbiting defenders, then invading with transport before new defenders appear). Otherwise, I don't worry about it... especially when crossing a number of sectors. ~SDC~
I've gotten the ban on Terror Stars within the first three years of one game. If the issue has no time limit, then it does make sense (prohibit them well before anybody builds them), but if the law is off the books in 3-5 years, then, yeah, what's the point of it coming up in the first place? ~SDC~
Hmm, do you suppose that if you have a good Luck score (like, +25%), it seriously reduces the chance of a Zoo or Prison breakout. Considering the bonuses you can get from them, it might be worth it. Since you get the Zoo and Prison from a UP issue, do they go away after so many years, like all the other issues? ~SDC~
Yup, so far. Maybe in the expansion, or future patch, we'll get to see 'em, but no confirmations on that... just wishful thinking. ~SDC~
Actually, Carielf's "timer" bit might be a good idea. When you start/load a game, there could be a turn-limiter option that a player could activate ("hmm, I'll only play 20 turns tonight"). Since the demo has a 144 turn limit, this could be implemented into a patch easily. ~SDC~
What I do is just count the parsecs and divide by the movement rating. I, too, would like an ETA when you set autopilot. ~SDC~
I set the AI alignment to random, so I never know how its going to work out as far as the good/evil thing goes. I mean, good races seem to ally easier (or at lease, assist), but if I choose good and *all* the AI's were set to evil, I'd be in a world of hurt. ~SDC~
I believe the troops can be at that position and not worry about the vacuum of space because of the magnetic shielding. When the Falcon first comes into the DS, there's a voice announcement about closing the magnetic shield. Later, when escaping, there isn't any visible door in the hanger, and the Falcon just flys out... even though there are still stormtroopers firing away. If there wasn't a shield, those troopers would get sucked out into space (I don't think their armor works as a zero-g o
Yeah, all those bonuses sound good, but the +5% and stuff is useless early on when the numbers (be it attack, defense, hp, or what-have-you) are still low. Later on, you'll notice those little bonuses. Now, get a bunch of low bonus items, they'll add up (the +1% bonuses that the survey ship finds aren't worth it... but find lots of those anomalies, and it becomes useful). ~SDC~
A three-way alliance? Sounds like the AI is heading to a political victory... In most of my games, the Drengin are the powerhouse race (even when Pure Good), the Torians and Arcaens tend to get short-shafted on starting locations and one of them surrenders (or is conquered) "early", Yor start strong but peter-out after several years, Altarians have spread-out empires and do well until the Drengin attack them (I usually help the Altarians, since I usually do a lot of trade with them).<b
Getting a serious stack of Precursor Corvettes adds a nice military strength bonus (useful for bullying people around, or just to avoid being bullied), but unless it happens early in the game (when fewer warships are about), then they're just cannon fodder. Now somebody getting 90 Precursor Rangers... *that* would make things interesting... :sniff!: ~SDC~
From what I've gleaned here, military strength is based on all of your ships' attack power totaled, right? Which means that low attack/high defense ships keep your strength value low. I suppose the easiest solution would be to add the half-defense bonus that defense ships get to your military strength total. Whether it should add the starbase values is another story. ~SDC~
I suppose for now, the best thing to do is to just garrison some tough warships at your vital bases, and add ship-enhancing military modules. Never thought about bases being attacked by ships with triple-digit attack values. Never had a game that values got that high (usually play on medium maps, perhaps that's it). ~SDC~
Wait, so the message about another civ becoming "more powerful" is actually them finding the Life Resource? :notsure: Then it actually *is* in the game? And can the player find it, or is it just the AI? ~SDC~
As far as the "0 million people" go, don't forget that the population meter only registers the taxpayers. There are still tax dodgers living there... I guess they boarded the colony ships hoping for a lower tax rate... alas, the tax rate is empire-wide! :D ~SDC~