Nicolas Bossy

Nicolas Bossy

Joined Member # 636982
0 Posts 0 Replies 85 Reputation

The AI does do a sort-of-good job on defending its starbases. It usually upgrades its defenses to max. You don't see much of this benefit when using capitol ships, but try taking them out with frigates and battle cruisers, and its a lot harder. Also, the AI picks targets based on threat levels. A Dreadnaught is a much bigger threat than a military resource starbase. The 5% bonus isn't much by itself, but the AI should upgrade its resource bonuses. I've yet to see it do that, es

11 Replies 600 Views

The default? You mean half the building system's population? There's your problem. Since colony ships have unlimited capacity, just launching them right away can put billions of people on the ships. Stick with low numbers, about 75-150 million. Remember, morale is affected by the planet quality and how big the population is.

8 Replies 265 Views

Sorry to bump this thread back up, but I don't want to crowd the forum with another. I've finally gotten this event, and the Good response is too long. It gets cut off around "learn about the Precursors" and I can't tell what bonus or penalty it gets. JesusofBorg, if you read this, please fix this part of the event.

4 Replies 272 Views

I don't know about the permanent damage, but its probably is caused by an increase in hit points without having any repair ability. The best way to repair is to put the ships in systems. Starbases don't do anything, but the Repair Bays module helps all ships in the sector. ~SDC~

4 Replies 279 Views

Then that explains it. It only counts a colony as a planet you've captured with a colony ship. Maybe there's some colony variable that only increases when you colonize a planet, not when you conquer a planet or culturally absorb it.

4 Replies 280 Views

Feadhel, Trade Goods don't improve your trade routes. Building one gives your empire a bonus, and the power to decide who else can recieve this bonus. Getting one from another empire (meaning you've traded for a license) means you get the bonus that Trade Good gives. ThreeSpy, you're thinking of Tribute. Once you give or recieve a Trade Good, the effects are permanent. Here's an example of how Trade Goods work: Let's say the Carinoids get Tri-Strontium Steel (a common occurence

8 Replies 430 Views

More people mean more money, and more money means more production. But, there is supposed to be some limit where you start spending more than 1 BC for one production. This limit is relaxed by the +Production bonuses, but I don't know if it also depends on population. It would make more sense if it did, because the population is the workforce, and a larger workforce is more productive (to a point).

1 Replies 91 Views

1. Build labs, increase tech funding, trade techs, capture the tech (purple) and economy (green) resources. 2. The tech screen has a large portion dedicated to describing what the tech gives you. If it says speed +10 or range +10, those values go up one for each ship. 3. The 10% increases from tech, and 1% increases add up, so a 3 attack become 4 attack when your weapons stat is 33%. You can see the total under Foreign Policy-> Stats. 4. Remember, the stats add up and

6 Replies 129 Views

It's a random event, like finding a Ranger or fleet of Corvettes. It affects UNcolonized worlds within one sector of a specific system. The affected worlds go up 15 classes, making all of them potential targets. You usually will see a screen pop up, even if the event happened for another empire. It's possible to find planets with quality higher than 20, just not common. And the Alterians could have had the +15% planet value ability.

1 Replies 168 Views

SlapBone, running MoO3 on another computer wouldn't help. You'd hate hearing two different soundtracks playing, so you'd turn off the sound on MoO3. Now, since the only way the alarm would do is job is if you glance at the MoO3 screen, but since you're so engrossed in GalCiv you won't even notice. ;p

15 Replies 729 Views