and that, folks, is why it's only called *near* omnipotence :) ~SDC~
Cataleptic
Sure it's possible, but at a 1 to 10 rebate rate, it's not an exploit, it's just a nice side-effect of having a huge empire. However, at a 1 to 1 rebate rate, it'd be a whole different ballgame and *would*, IMHO, unbalance the game. ~SDC~
That's another entry for the FAQ :) ~SDC~
You've got to tell them! SOYLENT GREEN IS DRENGIN!! Mmmm... tasty! Now soylent pink... that's a different story. Tastes like chicken. ~SDC~
The problem is that population *growth* depends heavily on morale, and morale depends on population (for any given planet class). This is also known as a first-order differential equation :p Each time you boost morale, you arouse the dormant libido of your minions, who proceed to produce more taxpayers for you until things get a bit too depressing, domestic friction heads back up and all the menfolk get back to sleeping on the couch. So there's a natural tendancy for morale to hang ar
The problem with per-planet sliders isn't so much the MM per se, it's the fact that the AI is intrinsically better at *doing* that sort of MM. Also, there are really two problems there... the first is optimising the output of a planet (which is best solved, IMHO, by having a few 'spending governors'), and what to do with production dumped into empty queue (which is best solved by turning it back into cash at a significantly reduced rate, which could be mitigated by tech advances). What
IMHO, doing that actually goes beyond abuse. It'd be almost game-breaking. You could funnel the output of your entire core into a frontier world which cranks out a dread every turn. Ewwww... nasty. The only way to stop this would be to nobble to system so badly, we may as well be back at square one. No sir... I don't like it. ~SDC~
That did the trick! I rather expected F5 to do the same thing...? ~SDC~
Seconded. Something is rotten in the state of Stardock. Gee, if only I had something to do while I was waiting for them to sort things out :) ~SDC~
Firstly, your senate has no say over what you offer in diplomatic deals... people will pay good money if you offer to attack their enemies :) Secondly, I don't like fiddling with the money/influence sliders when trying to negotiate a 'green deal' either. Although it'd be a bit cheesy, an 'auto-haggle and accept' button would be nice. Perhaps you could incur a +10% penalty for using it, but it would streamline things nicely. ~SDC~
No, it's not. It'll cost you 'some' more money, but a +x% increase won't cost +x% more. You get 1/3rd free for planetary improvements, so it's fairly easy to figure out if they're cost-effective. However, production improvements will always reduce the percentage of production that you're paying for, so they're still a good idea. ~SDC~
I'm showing 'pre-release versions', still no option to update, version's showing up as 1.01.029, no new version available. :( ~SDC~
This seems to be the consensus of the more experienced players. A breakdown of exactly what factors are affecting morale, and by how much, on a per-planet and/or empire-wide basis might help people understand what the problem is, and how to fix it. ~SDC~
The 'readme' stuff is under the 'history' link at the bottom of the description on the left-hand side. For me, GalCiv's date says 25/03/2003, but the history says 30/03/2003 and my update button is also greyed out. :notsure: ~SDC~
On tiny and small galaxies, the land-grab phase is usually over within a few turns. Usually, maybe two or three players will come off looking good, the rest will end up shafted. Given that, it can be tricky to assess the AI's competence on such maps. If you want a good, short game, try switching off some (or even all but one) of the AI players, and play on a small/tiny map. ~SDC~
OTOH, if you're good, you never have to worry about fundies :) ~SDC~
Perhaps the ship keeps the current HP it had before you forked it over, but its max HP gets adjusted by the its new owner's abilities. If the max HP goes up, it shows up as damaged. ~SDC~
Same problem... given that SBs don't show up outside scanner range, it'd be all too easy to plop an SB deep in enemy territory and build it up completely unnoticed. IMHO, any solution to this problem will need to keep SB construction as-is, otherwise The Consequences Could Be Terrible(tm). ~SDC~
If you've got a stale autosave/savegame, go back to that. Having said that, I've submitted two scores now and I'm still showing up as 0/0. What's the lag between submitting a score and having it show up? ~SDC~
It shouldn't be too hard for unavailable items to be greyed out, and ignored by the gov. ~SDC~
Mmmm... soylent green. You could sell it to the Drengin for fun and profit :) ~SDC~
A good fix for this would be to make it possible to use production already accrued from a wonder on another one (much like Civ), and force everyone to switch if someone builds it. If there's no wonders left to switch to, just leave the production points for use on a later one... although that could be abusable. ~SDC~
I think the safest approach would be to turn unused production directly back into money on a per-planet basis. Perhaps at a hefty markdown to minimise the potential for abuse/imbalance. You could say that instead of making warships for your navy, the shipyard is now being leased to Fnord to make their new line of hover-SUVs :) ~SDC~
For me, the problem isn't population per se, it's what to do what a planet's morale drops suddenly. The only short-term fix is to take people off-planet, or pump money into propaganda... but so far when it's happened to me, I've been able to ride it out. The only time I've had empire-wide morale problems is when I was mis-managing things anyway. If your ability to improve your race's morale stat starts lagging behind your population growth, you're *going* to have problems. Buy techs tha
Doomclown: Oh yeah? Prove it! ;) ~SDC~