konfuzed667

konfuzed667

Joined Member # 634148
0 Posts 0 Replies 11 Reputation

Yes. The NUMBER ONE advantage to the UP is being allowed to trade! For some of us, the income from trading is key to victory. Also, I just totally kicked the Altarians' butt. They pleaded for a peace treaty; I gave it to them, but only after they gave me ALL their influence points. So now I'm controlling 53% of the votes - veto power! Just call me Chirac.

8 Replies 574 Views

... in my opinion, is to castigate population growth. This means NOT spending any points on "pop growth" ability. Avoiding Wonders/Trade Goods that improve that ability. Avoding Galactic Resources that improve the ability. Do you think this will or won't work? I haven't actually play tested this so maybe I'm just talking rubbish... please comment. :D

2 Replies 245 Views

Actually, the so-called "stupidity" of the United Planets makes PERFECT sense. Look at the United Nations we have in our own world today. Look at how many f*cking STUPID-ASS decisions they've made. Consider the fact that Libya is the "head" of the council for "Human Rights" (LOL). Yes, organizations like the UN and NATO have many many stupid aspects and you only need to do half an hour of research to find that out. It only makes sense for the United Planets to "piss you off" by making decis

7 Replies 395 Views

If you don't spend any money on espionage you won't learn anything about other races. Thereby making it much harder for you to make strategic decisions in dealing with them.

5 Replies 293 Views

I've noticed this as well. At least now I know I'm not seeing things. And just to clear things up, here's what myself and the original poster are talking about: Morale power-ups ("anomalies") that are discovered by Survey Craft are NOT having an impact on our Ability Scores as listed in the Domestic Policy screen. Even if you wait until next turn... or even the turn after that! Even if I've hit close to 10 such morale-boosting anomalies, my Morale Ability score is frozen at the

7 Replies 637 Views

A tactic I used to clear away all the BattleAxe's from the Carinoids/Alexians system (at a lower difficulty level) was by paying them off to declare war in one of the major races. One by one they sent all their B.Axe's out to fight them. Then, I stabbed them in the back. They were easy to conquer at that point, they only had like 1 Defender guarding the planet. (Before I conned them, they had 8 B-Axe's orbiting the planet, impossible for me to take out with my current level of tech).

21 Replies 1,430 Views

Anyone think it's strange or normal to have a 25 to 30% approval rating when your tax rate is at *ZERO* percent? I'm inclined to believe that something this extreme can only be caused by destabilization... the problem is there's no way to confirm, even if I MAX out my espionage slider for several turns. I never get a dialog box confirming I'm being destabilized, although I see a whole bunch involving the other races. Since I can't confirm it's destabilization from an enemy, it'

16 Replies 984 Views

Here's a minor bug (annoyance): In the first game I played & completed, "Sector Sweep" worked perfectly. Enabling that while a ship was in a sector, made it go on an orbital "patrol route" of that sector. But in my second game I'm playing right now, it's not working properly for about half the ships. Instead of patrolling the sector that they're currently in, they seem to feel a need to go to one particular sector (and ALWAYS that sector) to do their patrol sweep. A bit annoyin

684 Replies 27,215 Views

@Biggy Boy "addition to my previous bug: I've noticed that the effect of the trade good I bought IS transferred (I noticed the change in my stats) but apparently I cannot trade it to anyone else anymore. " I believe this is by design. If you read the description of the Trade Good, you'll see that the race who created it has a _monopoly_ on it; i.e. only THEY may decide who gets it, and for how much.

684 Replies 27,215 Views

Those sliders on the FIRST TAB of the DOMESTIC POLICY screen are *very* important to the game. There's 5 you need to concern yourself with: Tax Rate, Spend Rate, and the 3 for Military/Social/Research production. Achieving the right balance between all 5 is of utmost importance. On the right-hand side of the screen is a sort of "balance sheet" which shows the results of any changes to the sliders, and allows you to optimize. For example, if you find that by increasing Military by 5% you

3 Replies 176 Views

> "Also, where do I find out how many trade routes I can have total? I know I start out with a total of 3 possible...what screen do I go to to find out how many possible total trade routes i can have." Actually it seems to be the experience of many on this board that you really only start with 2 trade routes. Manual must be misprinted.

6 Replies 310 Views

You're right, it takes a turn for MOST of the power-ups to appear on the STATS page. But not for morale power-ups, they never appear. Whether they are actually active or not, it's impossible to tell. The morale ability does not clearly demonstrate itself in the game, unlike "Navigation" or "Attack" abilities.

4 Replies 245 Views

> "Planet-level sliders and some "specials" on planets (mineral rich, bad atmosphere, good weather, artifacts, ...giving various +/- modifiers) will make all this more colourful, immersive and interesting, without breaking the game design IMHO" I disagree. And I sincerely hope the dev crew doesn't increase micromanagement tenfold by adopting such features. That isn't the point of GalCiv.

25 Replies 1,383 Views

The morale-boosting "power-ups" (anomalies) don't seem to be working. My morale is stuck at 30% (20% self-chosen ability boost, 10% from either some trade good or a tech) but I've hit at least a dozen morale-boosting anomalies. GalCiv v1.00 retail, not patched or BonusPack'ed (yet) 3 additions from "library" installed The other possibility is that they have been added, but don't display on the stats screen. Similarly to choosing a "speed" (navigation) ability boost in start

4 Replies 245 Views