What I don't understand, is if the BattleHammer is meant to defend, why is it's attack higher then its defense rating? Just so you have a tough system defender that can wipe the floor of battleships and dreadnaughts? (That's my game experience, so far, but I tend to maintain a serious tech edge, and do believe in building up military resources to help presuade the AI to leave me be.)
Lord_StarPilot
Phoenix is a 'cheap' high level attack craft. It is basically an super upgraded star figther.
Bug Report Thread seems to be the place. Every once in a while, a Star Dockian would post something like 'All bugs up to this point now listed' or something like that. Brad and his team do read the forums, but they do not reply to every thread or bug report. I expect they are too busy to do so.
Star Base Bonuses are normally limited to only you, unless they are your allies, and the UP issue "Starbases are shared between allies" issue has been passed. As far as I know, anyways. ;)
No poster in the box. Just CD (in jewel case), and manual.
Oh, and remember, your core worlds probably have some nice morale enhancers on it, and your captured/new world doesn't. This means your core worlds will handle a higher tax rate then your new worlds. As I said in my previous reply, I pop off people to reduce the crowding. If necessary, I will also drop my tax rate if the world is in danger of defecting or rebelling though, until I can also get in some morale enhancing buildings. However, I find that I have to do this rarely. Usually jus
Check your pop. Planets that are 'overcrowded' suffer from a morale decrease. The main cause of 0 or 1% morale I've found in my games is there are simply too many people on that world. This is easy to fix by building a colony or transport or combat transport, loading up some of the pop, and sending them on their merry way.
Actually, I'm not down on Quicksilver. I know that's hard to believe, but any company that gave us Castles, should be given a second chance. However, I don't think we should encourage teams of rabid fan boys of a game in trying to make the next edition of that game. It is incorrect to say that QS was not in touch with the fans. I know several of its team were indeed in touch. The trouble is that they had planned on such a grand item, and that their expectations and design went
I have noticed that at Large+ galaxy settings, you already have +1 to your range (compared to smaller galaxies). I had tried +1 range, expecting to have effectively +2 range, and noted nothing seemed to be able to go any further. On Small and Medium, does +1 Range work correctly?
You don't fix what ain't broke. Basic rule of software. Brad doesn't see this as broke. And when you consider the requirement to continue to support Star Dock Central, you may be able to see his point. Not everyone uses the web. The web is, I suspect, a nod towards the fact that some of their customers, for one reason or another, will not be using SDC when they want to chat and catch up on GalCiv news and ideas. These aren't really forums, they are really 'newsgroups' that Star Dock is
From what I've seen of the AI behaviour, it will ignore starbases it cannot easily beat. This means just one or two defensive modules will push most starbases beyond it's targetting threshold for most of the game. People are missing the Star Hawk. It's a 0 maintence costs super survey ship with the 2 Attk/1 Defense stats of a star fighter with lots of hit points. Of course, it costs more then a Constructor to build, and it contributes about 0 to your empire, which is why people don't te
It also knows it's strategy and tech paths. Don't forget that. You can watch the Drengin go after battleship and dreadnaughts from the start, for instance. You need to figure out what your early game strategy will be, and what flavors to run. Remember, the AI has theirs preset. It goes Yellow Star rush, then resource rush, then it settles down to its normal strategy. This forces most players to do the same. Good luck! Have fun!
Vorlin, I just finished my second pure 049 game. Once again, before I 'acquired' morale boosting resources, I was running 90% taxes. It was only when I branched down to taking a few base 13 and 14 worlds (to extend my range) that I had to drop my tax rate. Otherwise, those worlds would run with 0-1% morale. Not good. A few rush socials later, they were willing to deal with 80% tax rate and still give me 55% morale. And my real worlds were running 100% morale, before overcrowding. I stil
Suddenly being in an alliance without asking for it, and without the AI asking me. This seems like a bug behaviour.
Actually, you can. Just select your 'Generic' governor.
There's been mention elsewhere here by some GalCiv team members that they are considering adding in some more tactical matters, such as 'ranged attack'. I would guess that if that is added, SB's will then be able to ATTACK, as logically, people would just strap in the a bunch of the range weapons into a new module on the starbases. Maybe this is why Brad and team are looking to cut back the number of starbases? So that you don't build a unending wall of death dealing starbases?
There's a lot of talk in this thread making me nervous. I find the fun balance of the game pretty nice. There's a few tactics I've found to be too 'cheesy', so I just don't do them anymore. Like going to war early on a race (shooting them up with my Survey), and when they come begging for peace, demanding they pay me all their tech, influence, and money (for 10,000 turns). Just because you might not like being able to do something, doesn't mean we should decided everyone else shouldn't
DeafHawk, I've indeed also gotten other techs. It just seems like hyperwarp is the most common. Then hypersensors. Creativity is a trait enhances a race's chance for an instant, 'wild' new breakthrough. But even without Creativity trait, you (and the AI) still have a chance for that wild new breakthrough.
Gigantic scores more, because there are more worlds. More worlds means more people. I've had VERY early wins, thanks to waging early war, and aiming for a cultural win. Got a very low score. Noticed just letting the game roll on the next time and not push hard for a win, yeilded a significantly higher score. Early wins shouldn't realistically be scored lower. It's more difficult to push the game for victory then just slide into it via dominating culture, for instance.
Well, you are not *asked* if you want to join. However, you can choose to leave the United Planets anytime you wish. I suspect that there is a bug in the UP, as I've seen votes where it was just the Drengin and myself, and we were voting on taking 3% of the Alterians economy for 5 years.
Humm... we aren't playing against other humans, so... How does limiting your starbases improve your fun? I'm not picking on anyone. I am just curious how you see your suggestions working to improve your fun? What is wrong with starbases now that make GalCiv less fun for you to play?
A third player/customer that would be happy to have a zoom out feature on the main map window. Would be very nice!
Morale got changed from 52 to 58%, based on what Frogboy told us. If you run with the PQ+15 trait, you can run your entire empire at tax rate of 90% for the whole game (well, after Entertainment Centers went up on all worlds) and the worlds having a 100% morale, so long as you don't take any worlds under PQ 15 base. With or without Morale resources from what I've seen so far. PQ is the single biggest factor in this, I think. Remember, people don't like to live on the lower PQ w
Humm... most of these options... well, suck. They just emphasis the 'Rich get richer, the poor get poorer' and cut down on the strategies that are workable/available. That takes away from fun. I can see the logic of diminishing returns. Where the second type of a module (on a duplicate base) does not return a full 100% effect. As stated here: (QUOTE ------------------------------------------) #22 by Citizen agillious - 4/18/2003 3:19:52 PM To this end, would it b
TRANSPORTS? Er, Colony. You can pack more people on them. You just cannot invade people with them.