Well, the Military victory occurs when no other major empire exists. Oddly enough, the I-League doesn't count as a major empire (notice the inability to spy or destablize them because they're a minor civ). They're trying to make other worlds "independent" of their rulers. Sort of like a certain country in the real world *coughcoughUScoughcough*. ;) [Message Edited]
Nicolas Bossy
[quote]How do you get planets to convert to your side?[/quote] You need Influence, lots of it. It comes from stars, your population and contact with the major races. Yellow stars give off 10, purple give 20, and all others give off none (this is before population). I think the population is based on how many billion people are in the system, rounded up. You add up that and add in the influence modifiers from buildings, your empire's Influence rating and how many major races you have met
It's been nearly a month since Brad announced that Stardock and volunteers would be checking the mods uploaded to the library to see if they were unbalencing. Why hasn't there been any recent action, especially with the increased numbers of mods? Are the recent updates a possible reason?
It's sorted by the Updated date.
It's there, your computer's just a little screwy. And don't use the word "Oops". You might cause an actual problem. ;p
You need to get the Transport military project by researching: Propulsion Theory -> Cold Fusion -> Impulse Drive
Actually, I've won quite a few wars when my enemies' planets defected to my side, causing them to sue for peace (or one case where I took the last planet).
As stated in the Economics of GalCiv guide (Check the Encyclopedia page), the production bonus picks only affect capacity. Here's a short version of how production bonuses work: a fraction of that percent bonus is bonus capacity (you pay for it), while the rest is free. Buildings give 1/3 of the bonus as free production, starbases give 1/2 as free, and empire stats (includes racial picks) give no free production. With research, buildings are 1/3 as free, and empire stats are 2/3 free. W
Nope, you can use the same Governor on multiple planets, and changing that Governor's build order affects ALL of its planets. The multiple Governors just allow you to specialize certain planets without micromanagement.
A given planet's population size is based on its class and morale. Planet Quality and Morale bonuses increase the population's size; Aphrodisiac just increases the rate at which it grows. Also, don't worry about morale unless it goes under 50% (a common newbie misconception is that any morale under 100% is bad, when the manual says otherwise). Taxes and morale are inversely proportional (supply-side economics). Have you tried using cultural influence to subvert enemy (and ally) populati
1. You need to set the planets to use them. Click the Details button on the planet's screen and pick the Governor from the list. 2. When you select a system, the inhabited planets show Revenue (the income) and Spending (used for production). 3. Manufacturing adds to the planets capacity for turning BC's into production and adds some free production. Economy just boosts the income from taxes. Bonuses from buildings are shown on the planet's Details screen. Empire bonuses are on
Influence and defence modifiers are system wide. All others are planet wide.
75 to 200 million is what you should do. That has a very small impact on its taxes and production.
Try pressing the Delete key.
Yes, but its a paltry 1/turn. SB modules don't affect it, but there is a bug involving fleets that get it up to 6/turn
If you've read the manual, you'd know that a fraction of the bonus is free and the other fraction is added capacity you pay for. For research, buildings give 1/3 of their percentage for free, while resources and your empires abilities give 2/3 free. This has been documented in Economics of GalCiv (go to the Encylopedia page of the website).
Keyesian economics doesn't apply in GalCiv, because the price of everything is fixed. One BC always equals one production unit.
Keyesian economics doesn't apply in GalCiv, because the price of everything is fixed. One BC always equals one production unit.
"It fits on all of them at the same time, being flat and all. They just have some pretty thick calluses from the rotational friction. Oh, and they have to cock their legs once in a while so the moon can complete its orbit." Thanks, I guess I rushed through that part and thought that "sharing the load" meant that each carried it for the two of the eight seasons every year.
Aren't constructors supposed to represent the raw materials and labor for the modules? And how would you get minerals from stellar dust? Sounds too time consuming. And if you don't want to build ships, shift spending away from military production.
1. A planet's class determine's its population size, maximum tax revenue and maximum production. 2. Anything that has 0 or 1 maintenance. Use your discretion for anything higher.
I don't know the names of the elephants either (but I've read The Colour of Magic and The Light Fantastic), but it brings up a good question: how do the elephants transfer the world to the next in line?
I can see one problem with this: one of the UP issues (FreePlanet.issue) causes a non yellow or purple star's planet to change to class 17. Every person would try to take that event, even though it's supposed to be random.
Actually, now that you mention it, the American Revolution was pretty silly. We rebelled when less than 5% of our income was being taxed (and whined that we didn't have a say in it), but now we're taxed 33% of our income. As Ben Franklin said, "In this world, nothing is certain, but death and taxes."
Maybe you should stop trying to tweak your research? I don't see the benefits outweighing the costs. The reason the percentage changes are different is because of the bonuses given by your empire-wide stats and the research buildings. They add to your research capacity as well as give free research (only 2/3 of the empire stat and 1/3 of the buildings are free).