Starbane, Ashbery was talking about a previous test version of the game. Apparently it has been changed (i've not checked it myself yet though)
Nastavnik
Another thing I forgot to tell you: in the relation screen, and if yoiu have invested enough in espionnage, then you can see the breakdown of your relations with them, which can help understand where you are exactly: it will show for instance +++ for moral alignement (if you share the same), +++ fir trade, --- if you are the most powerful, --- if you had an history of wars with them, etc. It helps.
Evil evil evil human (or alien) (on the other hand I've been know to do that from time to time, when I need to distract them ) As for your influence points I forgot to add: when you give it away, it lowers your voting capacity in the UP deci
Darktalon Can't help you there, I've never been that far ahead in the attack modules. Are you sure you've not reached the max number of modules? Have you reserched the starbase defenses all the way? That's all i can think of for now. A more experienced player will probably step in...
I think it takes a few turns for you to find the previous values. It is somekind of mathematical suite.
Same here I've never posted so much in the forum. Have been at it all day... Talking about it is not as good as playing, but it sure heps pass the time. And in 5 minutes I'm going home
For #1a) I make a second constructor, and then I move it to the starbase, correct? Now I have the two sitting as a stack, but I no longer see the construct button... what is the actual procdure for doing this second build for adding systems? This was something I tried last night but couldnt get it to work. it happens sometime to me too. I
You're welcome Keep in mind that if you become too powerfull or influent the civs may become worried about you and therefore more difficult to make them close with you. But the trade usually works for me, if not I instigate some fighting and come to the help (it is almost like pointing and saying to anotherr civ "hey they have weapons of massdestruction, I have pictures of it, and they don't like
Hello 1a: you must send one constructor to create the starbase plus 1 constructor for each module you want to add... 1b: I think they have a small impact upon construction (5%) and the more modules you add, the more the effect is important 2: Influence starbases with all modules can help. Your borders can vary wildly if a civ takes a new world close by, or if they construct an influence starbase themselves. You can always destroy these. And don't forget that there
Your relations with the civ you want to ally with must be "close" (nest level after warm). The best way to improve it is to trade with the civ, help it militarily when under attck (you can give them ships and techs). If you open 2 or 3 trade routes with them it should gradually improve your relations. And if you can manipulate some of their trade partners into attacking them, making them more dependent on you,that will improve the relations even more. In the dialogue screen with the a
Next game I will get my military research going faster and those invaders are going to meet nuclear powered chain saws to cut them to pieces!!! LOL ;;cheers;; That has been my stratey now as well. or rather I develop everythin I need, defenses, etc, in order to have minimum defensive capabilities, then reserch modules for the starbase and use
Welcome. Fell free to ask for help, you'll see most people are very helpfull. There is also a lot of threads (including stickied) that talks about a lot of subjects that are helpfull for the game understanding and experience. Enjoy
I think in the campaign there are some restriction (haven't tried it yet). In a normal game, you just have to follow the tech tree and you'll have the choice over which defense to develop
I think thre is little point comparing different sci fi universes. I saw it all (i've become a border line trekkie) and I can tell you it is definetly not the same galaxy I do agree that this game is more star trek /babylon like (IMHO). You can add fighter drones to your stations thus having some of the effect jefe414 suggested, but you cannot see them, they re just defensive or off
Agreed. The 3 other techs equired doesn't say much. And for Pwarky, I do read everything (I'm a bit crazy). But since there are many many lines in the tech tree, it IS hard to know what is missing (can be defenses, can be offense, can be life support, engines, and the correct levet of all of these. It would indeed be a nice thing to add.
I can't quote your post so : on farms and population: farms are only usefull to raise the population cap of the planet. Beware that raising population will raise insatisfaction unless you build morale improving structures or have morale resource starbases or lower your taxes. The population determines your level of taxes as well, so it's a good thing. I think it can also impact your production (military and social), but I'm not sure Starbases. I think you c
A class 30, as the Thalan Homeworld (but it is possible that some event pushed it that high (for a homeworld)
Indeed Burianek, interesting. And thanks for the work around with the remove problem in the ship design. I was becoming crazy with things not disappearing from the list and then I select it again just to see something else disappear. I'll use your method now
Yes I have trouble with that as well. Have you checked your options? There are 3 or 4 of them about the ship/fleet battles, which will determine if you see it or not.
Nope, so far there is nothing like carriers and fighters, or a Battlestar. There is a thread discussing this question. I agree it could be cool.
As of 1.0D, however, you have to spend money into espionage to unlock those stats I had the impression that stats needed the spending, but moral alignement was always visible. Was I dreaming?
I don't know if an influence starbase qould have any effect on a planet. I had the distinct impression that the industrial bonuses worked fine, and I'm certain military assistance modules work as well. Influence on the other hand works differently (AFAIK). The planet generates an amount of influence which determines your "borders" on the map, and if you have influence starbases then the your influence int the sector should increase, which means that your borders can move a bit farther, if
Starbases won't defend anything. There are several kinds of starbases, cultural, military, mining. In all of them you can install starbase defenses (in case they're attacked by a ship, they'll fire back). If you build military starbases, then you can add assistance modules, that will greatly improve your ships attack and defenses. This way they are very usefull, since even defenders can then have all forms of attck and defense. And then, the more wins they have w
I think in the relations screen, if you go to the stats page, you can have that information (I remember seeing something like "korx: leaning towards neutral" - so it' there somewhere)
Well I've yet to find any ship at all. In galciv I'd always find a defender or something like that at the beggining. Here, nothing (including the beta games I played). But I did find somekind of alien artefacts worth 2500bc . That helped a lot. The thing I don't like however are the too good events, like +14 to all planets in a 2 sector radius (which meants the whole galax