I'm not sure about that, but I *KNOW* they stop paying if they're wiped out. Major pain in the butt when you're combining tech-trading and culture-rushing :p
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I sat there once watching at least 20 dreadnoughts through a sector two sectors away from their homeworld.
It would be different for everyone that played it, possibly even changing from one session to the next, but in a way that allowed multiplayer and comparing high scores to still function in a reasonable way. Seriously, there's not even a single feature that I want the same way every time. MoO2 tactical combat was annoying as heck when you started with 80 doomstars on each side, but I still like playing it every once in a while. MoO3 tactical combat is interesting once in a while when I
Is there any way to see the results of the Age poll other than voting in it? When i voted in it, 22-28 was larger than under 15 and 16-21 combined, and 29-35 wasn't far behind. My age range (36-50) was lagging a little, but still a good showing.
Also, maybe the Drengin finished paying off some leases. There's quite a few possible variables for such a simple game :)
O.K., I'm wanting a solution to this *NOW*. It's making it to the point that I want to give up on the huge/challenging/tech victory I'm working on, because I'm tired of moving around an average of 8 new constructors a turn, all because I don't want to waste the constructors if I build them, and I don't want to turn off military funding because my core planets (high productivity with large starship quality bonuses) are popping out a few Avatars (the first combat ships I've built, I have *NO* mil
Depends on the PQ of the planet. I avoid Fusion on anything I think isn't going to be one of my better planets. 3BC/turn on every planet across an empire isn't small potatoes, especially if it keeps you from funding at 100%. That's what's important. If you're not already funding at 100%, focus on the econ and planet quality improvements before the manufacturing improvements. Even when I do decide that I can afford the manufacturing boosters, I usually go with econ and planet quality
Reasonable questions, and as someone that's happy with peaceful coexistance (not the same as pacifism) I think I can help out. The first thing I do after I've dropped a constructor on every resource I can beat the AI to (yes, I'll even dive into their territory to grab one if they didn't grab it first) is to continue building constructors, sending them out to the established starbases, and using them to add defensive modules. At most points in the game, a starbase can hold off against
You need to land a transport or combat transport loaded with troops on the planet. That's the ground invasion portion of the combat, which allows you to take over the system (not planets, you control the whole system or none of it).
It also affects production and taxes, according to the encyclopedia entry on "Economics in GalCiv." Basically, Taxes fall off when they're more than twice the planet quality, and production gets more expensive when it's more than 10 times the planet quality.
It's been mentioned that you have to be at peace in order to start the 12 month cultural timer (yes, it isn't an instant win, but it does tell you when the timer starts), but I'm not sure of that. I'm not sure it's wrong either.
Oh, Librarian, I'd say that the only thing you're missing is that a Tech victory is a *LOT* of work. Just kidding, sure you're aware of that. I don't think that a tech victory is ever the easiest victory, and you definitely have to either turn off cultural victory, play an AI that's good at cultural defense, or play on a huge or gigantic map to get the tech win before the cultural one. Oh, one other option. Build the AI some cultural starbases and give them to it.
I'll definitely agree that you don't go for a Tech victory because you're having a problem achieving a different victory condition. On the other hand, my one Tech victory was on a large map, and I didn't have the outrageously long tech times that others are talking about. In fact, I don't think that any of the techs were 12 turns towards the end of the game. I know, because the 12-month cultural victory popup came along on the tech while I was researching Beyond Human. I'll admit I had to r
Za H, yes, there is diminishing returns on any planet where the total paid-for military+social+research production excedes 10 times the planet class, it costs more to fund the production. I'm not sure that this is the effect you're seeing, though. how are you determining how many research points you're earning a turn? It's detailed in the "Economics in GalCiv" section of the Encyclopedia, also known as "GalCiv - those evil developers and their undocumented stuff."
Actually, three lists: Galactic Forum, GC Strategies, and GC Mods. There's quite a few threads requesting using different software for the board, so I'm assuming that there are reasons that the switch hasn't happened.
Cyzada, true, but 15% would turn that 14 into a 16 on landing :) My current favorite combo is 15% PQ and +1 to sensors. The sensor bonus lets my colony ships do their own scouting. It doesn't sound like much until you try it, but when you're dealing with the itty-bitty sensor rating of a colony ship, the boost seems huge. On the other hand, I'm only playing large and larger, so I haven't finished enough games to have a decent opinion of all the others. I'm not big on the tra
My definition of early is anything before Dreadnoughts. I'm not a rusher, no instinct to go for the jugular unless it's self defense.
Ack! More cheese I'll have to try my next game! Fortunately, the only cheese I've found that wasn't fixed before I got around to trying it got boring fast.
Set planet inhabitability to it's rarest, and you'll see some amazing things on the "Most Powerful Civ" List. One time, The terrans were #1 and #2-#4 (or was it #2-#5?) were all "minor" races. Seems the minors cope much better than the majors when it comes to a galaxy with few inhabitable planets.
Hmmm.... when I first establish a starbase in contested territory, I'll park two of my best ships on top of it, and make upgrading the defenses priority one. Once the starbase is defensively maxed, it usually is better at defending itself than the ships are. By the time you get to Barrier Shields, nothing short of many Dreadnoughts (or a few, if they have better bonuses than I do) will take it out. If someone makes a concerted effort to take one down, they can, but unless I blew it, t
Well, here's one person voting for Avatar Frogboy to be promoted to Excalibur, or at least Overlord! :) I'm sure he'll think Overlord Frogboy has a nice ring to it.
There's some other nice bug fixes there, as you can tell by the thread talking about the "show all" button on the trade screen working, auto-launch working consistently on a per-planet basis, etc.
Not only that, but the "auto-launch" was behaving much more consistently on a per-planet level. :) I noticed a few other nice things, and only one definite bug so far (accidentally gave a minor civ a whole lot of stuff for free because when i popped into diplomacy, the Altarian picture was displayed, so I hit "talk" without looking at the name and gave them everything I thought they'd need to keep the Drengin busy). One possible bug is my finances tanked the very turn that I upgrade
On the other hand, I wouldn't scream in pain (too much) if rather than adding, you only got the biggest bonus. This way you can still fill a sector with starbases, but they're only there for redundancy or multiple resource gathering.
Nope, not one per sector. 1 per resource, minimum one, at an absolute minimum. I've seen as many as three resources in one sector (right next to Sol :)).