How about linking the pop growth rate and the morale of a planet such that growth is fast when morale is high (because the planet is empty), but declines to 0 when morale approaches 50%. This way the planet wouldn't grow so large as to lower the morale too greatly. Plus when you build or mine morale boosters, then your planet's pop will begin growing a bit as well. This could represent an increased homicide rate as well as personal values moving away from traditional family ones, reducing the b
Habadacus
Bashing is where you heap abuse on something that doesn't deserve it. Pointing out flaws in MOO3 to raise the market value of GalCiv is not. It's not empty complaining, it's a good service to someone thinking to buy a space startegy game, to help that person make the right choice. I wish I had heard what was wrong with MOO3 before I blindly went out with $50 believing all the delays were to provide the most bug-free release possible. What a crock that turned out to be. GalCiv is a much simpler
I would very much like to see the morality check special events a little more balanced. Just because I'm a power-gamer, doesn't mean my race is "evil". I understand bieng good has it's own benefits on a meta-level, but as it stands now I must always take a hit to choose good, while the evil path almost always provides significant benefits. Role-playing in a universe where I'm the good guys against evil aliens doesn't seem like a plausible way to go, as I get big penalties, for no diplomatic ben