Losing a colony ship, transport or combat transport should have an effect on morale. This goes for disbanding, loss in space combat and failed invasions. Base the morale penalty on percentage of total population lost and make it last for a long time. If the loss was related to a war with another empire then clear the penalty if peace is signed. Losing a capital ship (ie Battlecruiser etc) should have an effect on morale. This goes for both disbanding and loss in space combat. The morale
Alf Melin
Combat transports with 5 billion people each very quickly relieves population pressure and have an obvious use ;) Of course it's arguable if it should always have a positive morale effect though (especially if those 5 billion people die for any reason). It might be interesting to have a morale factor based on losses of capital ships (not fighters, drones etc) and population (due to invasions, events, col/trp ship losses). Generally speaking, government-enforced methods at limiting pop
I used tech-for-influence as a strategy after the first U.P. election showed me as a non-starter as far as influence was concerned and the Drengin got rights to a nice star system :( For each election after that I had 55-70% of the votes so it didn't matter what others voted. Worked like a charm, actually it worked too good but I understand the latest patch has some fixes that makes trade negotiations harder. Generally speaking I found it to be best to take cash from minors and influ
I also picked up on tech trade as giving too much of an advantage in a game yesterday. My thinking on this is that either a tech is devalued as more races know it (you sell it full price once, 80% second time etc) or there needs to be a cost attached to tech transfer (ie it costs 100 research points to transfer a tech representing your R&D people being tied up explaining it to the buying race)
The U.P. vote for creating a Trade Federation that will prevent attacks on freighters for 5 years has text indication 10% of all trade revenue will go to fund the federation. If this becomes enforced law then it is shown as costing 1% of all trade revenue, not 10%.
That's correct - the game is in the ship list but not shown in orbit. I'll load up the game tonight, if the save game still shows the problem I'll submit a bug report then.
Thanks guys, I'll try that tonight. Any idea about what happened to my colony ship, ie why is it still shown in ships listing but I can't give it orders...
I ran into some problem wiht settling a second (class 16) planet in a system where I already had a colony. Basically a colony ship was built, loaded with 500m and launched. I then moved it back on to the system and it disappeared from view without any dialogue like you usually get for picking a planet to colonise. Looking in the list of ships I can see my colony ship and that it has people on board but nothing I do (click sentry, disband etc) has any effect. I can only bring up the info
I saw exactly the same error message as the original poster. I don't have a beta (although I do have GalCiv for OS/2 lying around ;)). Don't know which RC of SDC that I've got, the procedure I used was download archives and then restore from archive (GalCiv, the media, then bonuspack, then manual). The bonuspack and the manual gave the error message. To work around this, I uninstalled Galciv, then installed base game and media from archive. Then did install from web for bonuspack which