With a class 37 (which topped out at 39) the pop stopped growing at 100B even with 100% morale. Is this a bug or a feature?
CiverDan
I have yet to see a life force resource....Anyways, the highest PQ I have achieved is 39.
What about disabling certain victory conditions? Is this considered "cheating"?
In my games I have played I saw systems with these 2 names: Algore: Is there a system named Georgebush? :D Hoth: Sounds vaugely familiar. The planet wasn't an iceball at least.
in my last game, I tried having all my planets produce an economic capital at the same time. After I built the first one, many planets did have it removed from their queues immediately, some had it removed after a few turns, but a few others finished building it.
Bugs (1.02.040) Still can't build the terraformer (you don't even get the option now) If one planet you own builds a wonder (in this case it was the Economic Capital), I can continue building it on another planet if I was building it at the time. The end result was I had 2 economic capitals. Nice for cash flow, but not intended I don't think. Next game I will have all planets produce "Economic Capital" at the same time, hehe. Probably connected to the "multiple races build th
PQ is powerful is a couple of ways. First it allows you to colonize planets the others cannot or do not. The result is an edge is the colonization race. This also allow to to gets a cultural and military foothold in enemy sectors where doing it with starbases would at the very least potentially anger the others, and may cost you money or be banned outright due to UP resolutions. Second it allows better overall morale and better production in the later game. I had class 20 which became a clas
I just played a game where I had a 25 to 2 advantage when trying to invade a planet and lost. there were 2 planets in the system. A class 42 (yes a 42) with 11B and a class 21 with 2B. After that a got another transport and tried again. The pops were 6B and 1B, and succeeded the second time. Both transports were full and I used "normal" method. (I wanted to keep it a 42 :) ) Anyone else had this experience when invading very high quality/high pop systems?
I just starts a tiny game. Got the UP "space monster theme park" vote early one. The park ended up one sector from from me. Before I know it I have space monsters destroying by starbases and all my ships. All I had at the time were corvettes. Is there is feasible way to handle this, or does this need to be adjusted so it doesnt happen so early.
Bugs I have seen: SFX is a bit glichy at the start of Ending sequence (for culture victory at least, I have yet to win by another method). Bug on the Stats screen of the Domestic policy Page. I had to pay 8% interest (don't remember why, may have been a random event) and the words "Interest Rate" were on two lines, but "-8%" was on one line. The result was that the stats lines below this were not lined up correctly. i.e. "Planet Quality" was lined up with "2%" (which was numb
Attack: Before troop ships its almost pointless. Besides, this is the time period where any star bases you have do not have defense upgrades and/or little in the way of ship defense and are vulnerable to somthing as small as one BattleAxe.
The mobile culture generator idea has me thinking..Is this supposed to be their intended use? After all, there TERROR stars. Thoughts?
I played 1 game, cakewalk, tiny. Won by cultural (my intention) and got 48 points. I am wondering how you only got 4 points.
I got the space moster UP question. I stuck them by the Yor who were in a corner. I didnt see any when they escaped (and I did have one planet nearbly) but I won culturally not long after that.
When the population gets higher, the moral goes down. This in turn lowers your approval rating. How can one keep a good approval rating when the pop. has been maxed out (i.e. at 50 moral). is keeping the taxes at a reasonable level, like 20% sufficient?