Why would they have been afraid of being Red Shirts? Its not like they're actually going to be killed off any time soon. ;p
Nicolas Bossy
You only keep the transport if ALL of its troops didn't die. So if you invade with 3 fully loaded Transports (thats 3000 million troops), and win the combat with 2001 million troops, you keep two of your fully loaded Transports, and the last million troops become the population of the system. Transports can be used over and over. If you send a loaded Transport into a system you control, all of the troops on board are added to the system population, and you can reload it.
It's the button on the right, but it only gives you a percentage. If you use that percentage on their total income (I think that appears because of espionage), you get how much money they get from trade.
"The Vogons used a quadrophonic PA to adress the people of Earth" Didn't that work by making all of the glass objects on Earth into speakers? I don't remember because its been 6 years since I've read the book.
KiloOhm, Combat transports don't invade defended systems. They still have 0 att (Unless that increased Transport attack UP issue comes up). If you want to take out the transport, use high attack ships.
Start Notepad, go to File->Open... and change the file type dropdown box to All files. Go to the Data directory under Galactic Civilizations, and open the file you want to change. Each file has an ending with what it has, such as .tech, .ship, .event, and .anomoly. I should have said this earlier, but there is a Modding forum (See sidebar to the left). Also, there's an explaination on how to mod the game at the end of the manual.
1. If one of your systems is invaded by a much larger force, this is added to your soldering. 2. I think this increases the chance of getting the tech bonus from certain anomolies. 3. How often events come up, and the likely hood of good ones. 4. Affects the Planet's base class (eg. 10% PQ means a class 20 becomes a class 22). 5. Affects the strength of your troops during invasions. 6. Affects the base attack values of your ships. 7. Same as
The files in the Data directory can be changed using any text editor. Oh, and if I were you, I wouldn't have picked that name. Its going to be a bit of a burden on you.
I'm not sure, but I submitted a game with earlier mods (the last two pages) and it worked fine.
I use most of the stuff. The events add variety to the game, and the techs help (if I get to them).
Opps, the tech in my post is Xeno Propoganda, not Persuasion.
Yes, getting "stories" is fun. I once failed to take over a planet with troops, but I got rid of most of the population. I send over another Transport, and right when I'm about to invade, the planet suddenly defects (culturally) to me. I must have scared them. LOL
Starbases also make good sensor drones if you get the Eyes of the Universe.
Ack, too many capitolized words. Space monsters come from two events. One is random, and one is based on the United Planets proposal for a Galactic Zoo, where the monsters escape. You might not want them: the monsters are really powerful, and you need Avatars or a large fleet of lesser ships to stop them. Ship graphics depending on research levels? I'm not sure how this would work, or what this is supposed to mean for that matter. The subcontractors thing already exist
1. They're called Trade Goods. By buying them, you get their benefit, but you can't sell them to another race. If the owner of the good is conquered, you still keep the benefit. 2. Yes, the Influence you trade through diplomacy are United Planets votes. 3. I don't know, but some recent threads say that bug still exists.
"I'd use TFN too, I always call my empire the Terran Federation" Wait, that's mine as well. How many of us use that as our empire names? Have we been affected too much by Star Trek?
Click the Show All button in the Trade screen, and voila. You have all of the trade routes involving one of your systems. Of course, you have to know what each race's color is to figure them out.
Some of you might remember the thread about the Bradians minor civ that was in the beta. If you're like me, you've dismissed this as the only attempt for the Stardock team to get their names in the product besides the credits. I've just had an epiphany. Here's other attempts: Brad Wardell: Even though the Bradians didn't make it, the Wardell system exists Cari Begle: The Carinoids Scott Tykoski: The Scottlingas Either Alex Gounaropoulos or Alexander Antoniades: The Alexians<
Xeno Persuasion (tech 110) has no description text. When you research it, the new tech music plays for 2 seconds, and then you're asked to pick a new tech to research.
Evil gets +10 diplomacy, and several production and soldiering bonuses. Good gets +10 speed, +10 influence, and several trade bonuses.
This has been asked before. A better search function, my empire for a better search function.
The problem with class 14 and lower planets is that you get penalized in taxes because its harder to survive on those worlds. Also, the planet class factors into how much production you can do on a given world before you get penalized with increased costs. It's all in the Economics guide in the GalCiv Encyclopedia. And changes in 1.03 are going to be even more discouraging about owning these types of planets.
I think the smaller they are, the higher their resistance. In one of my games, there was a sector with two Alexian systems, one Debian system, and one Altarian system. After pumping up my influence, the Altarian system defected first, followed by the Alexian systems. I didn't get the Debian system to defect until they were conquered by the Altarians.
The three missing parties (you missed the Progressives) were taken out due to balence problems. They might be put back in later.
Yup, Leases is the extra payments for the three contractors that charge x BC for y months. GIA is Galactic Intelligence Agency. It was supposed to be the spending on espionage and destabilization, but since those have their own lines, it isn't used.