"There is some extra information in the category stats section (the part that lists 'Best system'and 'Most powerful ship'), IIRC. Other than that, I'm not sure. I'd have to look closer to tell." That information is already present @ the Medium level.
konfuzed667
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.
From my preliminary investigation, after you achieve "High" spy level, you can safely turn off all espionage spending for that race. Of course I'm not 100% sure. I'd prefer if one of those brilliant developers stopped by and confirmed. ;)
Hmm... no-one has any idea? :(
Well, as long as the AI is making use of this "exploit", it's only fair for human players to make use of it as well. :p
The graphics are good. Look at the screenshots on this site. They are representative of what the game actually looks like when you play it.
... 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
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
You know, you can sorta alleviate this problem by deliberately NOT spending any points on "population growth" ability (more of a LIABILITY) and NOT building any Wonders/Trade goods that increase "population growth". (In case you're not already doing this)
I can't seem to find it. The "stats" screen for the foreign races seems to be identical whether I've got them on Medium or High level of espionage. Also, after I get "high" can i safely turn off espionage spending for that race and still retain the information?
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.
In my opinion, you are most likely being hit by destabilization from one (or more!) of the other AIs. It's a bitch, and I'm not sure what to do about it, other than declaring war on them and killing them off. :notsure:
Yes, please tell us what those numbers mean. "250 Colonists" means what? 250 MILLION? 250 BILLION? Are you talking about a max population figure... or about the number of colonists you put on a ship destined to a planet of that PQ class?
I guess the only answer is AI destabilization then. Perhaps that bit has been overdone a little in the game? How about doubling the chances of humans "detecting" destabilization... that'll make things a lot more manageable.
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
It is most certainly possible to take over minor race planets. But it looks like you got caught up in a bug of some sort. Same thing happened to me once. I solved it by using autopilot to travel one or two squares away, then I used autopilot to "hit" the target planet again and it worked.
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).
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'
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
@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.
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
> "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.
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.
> "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.
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