Your best bet is to go to Java Scout's web site. There's a Top'ed thread here that gives a link to it (don't know it off the top of my head, it's bookmarked). There are some PDFs you can download, though printing them doesn't work well, or you can browse the tech tree interactively.
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The problems people have been seeing in trade goods extends to wonders as well. I've completed wonders, received the effect of the wonder, only to get a popup later saying that someone else had received the same wonder. I'll pay more attention next time to see if I loose the effect of the wonder.
I'd tell you what I do, but I'm not sure that would have a positive influence on anyone :)
Is that true of the resources as well? I went from having just the base starbase on two morale-improving resources to having three levels of upgrades on both starbases in a handful of turns, but my morale wasn't any better when I got done. It's not a few bad apples either, I listed the planets, and every one of them had a morale of 51-53%, both before and after the upgrades.
1) A place where I can see all my empire-wide bonus, including where they came from (ie civ picks, resources, anomolies, etc). 2) Govenor-specific sliders to spend extra money on their projects, or maybe have the sliders override the main ones so that a govenor can specify less spending. Planetary sliders would just drive me crazy if I needed to futz with the tax rates or spending in order to correct a budget/morale problem. 3) A way to know if/how much we're wasting by having
I'm not sure. It may be that the increase in morale is causing a bump in population, causing just enough overcrowding to bring the morale back down. I've noticed the same thing when I put starbases on the morale-improving resources or upgraded those starbases. If that is what's happening, it's happening *FAST*, however. I added two mining upgrades to two morale-boosting starbases in one turn, and two turns later, my morale was right back where it was. Between the two starbases and all the mo
What CG Strategy Forum, may I ask? I only see the one forum here, and one newsgroup.
I'm aware of that much, but somewhere I read that there was more to it, and I wanted to use my limited trade routes to something approximating best effectiveness. I really don't need a formula that will tell me exactly what I'll get, just the major factors. Distance is one, and there's an undefined "system quality" factor as well. Then there's starbase modifiers.
I know that whatever system I run a freighter to will create a trade route with that system as one endpoint. Is there any way to control the location of the trade route endpoint within my empire? If I have the freighter orbit another system, will that "re-home" the freighter, so to speak? Also, I saw somewhere that the endpoints affect the amount of trade a traderoute brings in. I believe this to mean that the system you trade from/to should have a large population, maybe a high infl
Agreed, I like MoO3, but until they get the patch out, I'm primarly focused on GalCiv. Once MoO3 plays better, then I'll see which I play more, though I can't see me entirely giving up one or the other, they satisfy different cravings/needs. GalCiv is always a fast-paced game. MoO3 starts to drag quite a bit on my decent but dated gamemachine (AMD 1500, 512MB DDR, GF3 Ti200) after a while, but GalCiv zips along. On the other hand, there's a lot more decisions to be made in MoO3. I t
BvG: I agree that the game is based on the good choices being the rocky road. I'm saying that in this one event, they haven't given any reason for the middle choice being the slightest bit murky. Is it not good strictly because there's a small bonus attached? I don't base my decisions on the game mechanics, I base them on the ethics of the decision, and in this case, the game is saying that my ethics aren't "good." bentcd: That makes sense, but when you loose over 20% of the habita
That is odd, but not too surprising. I've noticed movement quirks before but always wrote them off to a lack of refresh. On the other hand, I was hoping to hear of a way to move non-Terror Star starbases. I think a starbase maxed out in the repair/attack/defense department, then upgraded to terror star but without the weapon would make a great fleet support ship.
I've had one event pop up multiple times, and it's one of the few events I've had pop up that I don't almost always take as good. You've encountered a strange alien ship in orbit around the planet, do you: 1) leave them alone 2) Contact them, ask them about the ship (minor ship bonus) 3) Take the ship by force (major ship bonus. The problem with this is that ethically, I don't see any significant difference between 1 and 2. In 2, you're just being neighborly.
The Yor talk a tough game, and I've seen them hit the other AIs hard, but they've never been worse than neutral to me, and I'm usually good. The Drengin, on the other hand, dislike me at first contact, even if I'm purely neutral.
I can see how to do with with 5 ships (form a wall between the colony ship and the planet), but I don't know of any way to do it with fewer.
Ooh, there's an idea! (bearing in mind, I like it but lots of people hate it), for the early phase, the theme song to "Enterprise."
Similar questions, which may boil down to one question in reality. First, does each planet have a seperate military and social manufuacturing capacity, or is there a single pool which the total combined can't excede? If it's pooled and I'm budgetting twice the money on military than I am on social, and I have a planet that has nothing in the military queue, will that planet cap out at 1/3 it's manufacturing ability, or will it use all the manufacturing ability it has for the
CariElf, most of what Heather does is either clasic Celtic or heavily influenced by it, but unless you've lived in San Francisco or the Pacific Northwest, the odds are greatly against you having heard of her, though she does travel. She's successful enough that she supports her husband, but they're not rich. She's a great story teller, too. Personally, when I'm not cranking the sound way down to avoid disturbing the roomies, I'm usually playing MP3s through the Audiotron on the home t
Mood music depends on the way the game is going. If I'm in a defensive war, I almost always queue up Heather Alexander's rendition of "March of Cambreadth" if it gets intense (don't know if it's an original song). Hard to go wrong with a war song with "How many of them can we make die!" in the chorus. Of course, it's not nearly period with talk of axes and broadswords. I queue up the rest of her stuff when I'm not in combat. For offensive wars I usually queue up Wagner. S
I do believe that the GalCiv AIs will do that, fleabitfox. I seem to remember someone telling a story of one of the AIs setting up an ambush in response to a buildup on a border.
Axxon, if that isn't the motto of Team Geezer, I don't know what is! Fortunately, everyone already thinks I'm senile, so they don't think it's weird that I'm in my cube chuckling to myself. :)
Agreed, I think that the space monsters should start off weaker, but if the exhibit is built later in the game, then they can be stronger. I also think that the Space Shark needs to be added to the GalCiv combat calculator so that people will understand just how *NASTY* those things are before saying "Sure, I'll take that attraction!"
AncientAge, just crank the AI down to "drooling on self" and hope for a good starting position, pick the good (as opposed to evil) choices, suck up to the good players, make alliances, and hope for an alliance win. Maybe make everyone but the Drengin good to make sure you don't handicap your team too much. It's still not a sure thing, but if you can keep the peace between the good alignments. Sacrifice some KFC to the gods of colesterol, and you can probably knock that down to a year, two at
Given my nickname, I don't think anyone would want me on their team :) I can say that now, when I was young that bothered me, but now I just accept the fact that I'm not a hypercompetitive warmonger, and that's what it takes to be competitive online. Heck, the last time they asked me if I wanted to join the office fantasy football league, I asked if there was any prize for team with the most jail time served. Then again, I did win the last AoE/RoR "lan test" our office had. That was m
Frogboy, here's some data for you on the "deleted file" problem. I had it hit once during the GalCiv install. Retrying the install fixed the problem, and I went on to install the Bonus pack, Multimedia files, and PDF manual without problem. However, I can't install any other Drengin.net game without hitting that same problem now, no matter how many times I try. This is on a Win2K Pro box with a 40GB drive in a single NTFS partition, with just over 8GB free. I haven't had the chance t