I think you might be right, b/c I increased military spending to 100% after I got threatened by 2 empires and the Senate split between my party and the war part and no one else...
Captain_Chaos
Does Starship only applied to ships built at that planet?
I do NOT think you can stack transports which is something I wondered about also. Yes, the whole planet defends. I am confused though. About how many troops to defending population do you need to take a world? You guys seem to do it with 1/10 the troops necessary but I had to use 1-1 and mass drivers to take the drengin world. Does morale affect?
They could also have a cut scene the first time you do a special attack. Who wouldn't want to see something for mass drivers like they did on Babylon 5, when the Centauri bombed the Narn? Perhaps each (major) race could even have their own picture (or movie) for defeat... I guess that's pushing it, too :)
Someone else came up with this idea, but in case they don't add it: War Tax should apply only to aggressors, not defenders in a war.
Yes, it should be directed at the aggressor. You should suggest this at the SUGGESTIONS thread going around.
Well, one thing you could try is the standard Windows method. Go to Control Panel, ADD/Remove Programs, and select Gal Civ. Good luck!
I don't get it. I attached someone, and my Senate met for an emergency session to vote on the war. It so happened the Senate was split between the War Party and the Federalists almost 50/50 (I am a Federalist) but even so, 30 people votes against it. So, can the Senate veto your war? And, does anyone have any idea what controls which parties gain support? Thanks!
Do the alien cultures trade techs amongst themselves, like in Civ? If not they should :)
Awesome game. Some suggestions respectfully submitted. 1. Interface: Always show current revenue/expense (maybe at the bottom left next to your treasury amount). I need to switch to the planetary sidebar screen constantly to figure out what is going on. 2. Diplomacy: Currently, whenever a proposed deal fails, all the items are taken off the table. It is very tedious to readjust each proposed deal by clicking on all bargaining items all over again to find the correct m
I especially wanna the know the answer to the second question. Do you have to keep spying to get updated data?
Sorry if it says somewhere in the manual or on-line. I looked (but I am tired :). How does it work. If you have an advantage of 4 or 7 or 34 (I used mass drivers) what does that do? Mulitply the number of people attacking or something else? For that matter, is there any explanation of how combat actually works? I mean, do I need 1 for 1 (about) all other things being equal to win? Thanks...
O'tay. Thanks!
My first criticsm of the game - well sort of - it's minor, but still... shouldn't you at least get some kind of cool picture of victory over an entire race? After taking so long to do, it was so... anticlimatic :notsure:
This might be a tad naieve, but do I really need to kill every single enemy person on a planet to conquer it? I guess unlike MOO2, you can't have co-existing races on planets? Does that mean I need to literally empty an allied planet to conquer any enemy one? (no soliders vs. civilians, I guess...) Thanks...
Any basic information on how the political parties affect your life, other than their starting bonuses. For instance, since you need Senate approval for war, how can I make sure war party people instead of pacifists get elected (I am federalist btw), and/or does it make a diff?
General Updating: Actually, none of the numbers update until next turn. I launched a transport with half the population which I knew would improve morale but the morale didn't change until next turn.
The player's income statements do not update until the next turn, which is confusing. For instance, trade agreements which might add 100 credits per turn, don't update until next turn, which means I am never sure what my real income will be for the next turn.
Thanks! I can't wait to see the upgrades. Another suggestion, would be a counter telling you when the next vote was coming up.
That does work for elections and I thought I was so smart when I saw that :) but keep in mind oppressive taxes lowers morale, which decreases population, which I think lowers taxes. Thus, your tax rate should rarely be high enough that you would have to lower it on the spur of the moment to win the election, IMHO.
I vote for population cap, although a "mass migrate" with a select how many people and then simply have them disappear with a window acknowledgement (i.e., 400M People have migrated).
I thought I noticed the same thing...
I am playing my 4th game and am finally slowly getting the hang of it. Small map. Set Military Production 100%, cranking out colony ships every few turns...
Is there information anywhere on how the class of the planet affects the stats? I mean really hardcore information? How does a Class 13 planet lower taxes and morale - or maybe I mean by how much. I'm playing on a small map with almost very few 15+ planets, and I own only one :) and yet the better planets really do seem to crank out massive taxes and production. So, it obviously makes a big diff...