Ok, few more things: It looks like the playlist named Default is generated by galciv when it opens a directory with MP3s in it. I'm still trying to figure out if it will load a custom playlist. You can get the default game music back by turning off the User Defined playlist. duh. It looks like galciv created some new directories while I was trying to figure out what to put in the Current Playlist Directory. Hm. I'm not sure I like that.
Not Onyourlife
Just did it like this: Create a playlist using your favorite playlist editor In a game, his ESC to bring up the options panel Make sure that Music is ON under Sound Options On the right-hand side, under MESSAGE OPTIONS make sure that User Defined PlayList is ON The Load Play List button should appear in the center column Press this button, and input the path to your playlist in the Current Playlist Directory dialog box. Be sure to use the fu
I'd actually like to see the AI try to pull something like this off. At the moment, I'm perfectly content to allow the AI to walk all over me militarily until combat transports show up. Nothing it does is gonna hurt me or my systems as it is. In fact, I'd like to see some series of tech based bonuses that allow non-transport ships to bombard planets and destroy population and improvements. There's just no reason to bother to defend most systems, since only transports can hurt ya.
It has been my observation that the aliens will not part with the original tech in any category without a great deal of persuasion. Several other techs, most notably corvette technology are also valued highly. However, you do not need to aquire technology in order. ie: you may trade for phasers and photons without ever seeing weapons theory. I've actually played several games where I traded for shields and battleships, and left every other military tech alone. As for the oth
One more thing I don't know: whether total system income matters. I'm not sure if a system with five poor quality colonized planets in it is better to trade with than a system with only one high quality planet. It may consider the total system income, or it may consider the income from the best planet in the start/destination sectors or it may consider the income from only the FIRST planet in each sector. Keep your eyes open, I don't know.
I can't seem to assemble coherent paragraphs tonight, so here's a list of things to consider when building a trade empire: The best trade routes run between systems with high income. The best route is between two systems which BOTH have good income. The length of the trade route is far far FAR less important. Planet quality, large population, and improvements which boost economy will all improve the planetary income. Probably the most important planetary improvement
Alright, you're suggesting that finding the break points in the tax rate slider can function as a sort of third indicator of population contentment, along with approval rating and individual planet morale numbers. I think it is redundant, that it is not sufficiently different from approval rating to warrant the nuisance, but that's a decent explanation.
I like to extend my associations with the minor civs a bit more. At the moment, trade routes seem to yield the best payoffs when the source and destination planets have a good tax income. The length of the trade route is a definite second. So what I do is place my economic capital on the best planet in a system with the minor civ, give them the tech to build their own EC, and max out my trade routes running just between those two systems. Starbases optional. From that poi
>I think that it will be very good if we can change >morale value, at which population stops growing. This >can be done either for each planet individually, or, >what I prefer more, this can be the same value for all >planets, but adjustable by player! For me, this would trivialize one of the dark and gloomy game aspects that provides fuel for so much of the imaginary musings which keep me interested during a game. The downward spiral of a civilization as pop
Oh, so if they removed the pointless gameplay mechanic, then the pointless gameplay mechanic would continue to cause fruity behavior in the taxation slider? Hm.
Mmmm.. if you mean that my tax _revenue_ would fluctuate as my morale caused the population to swell or diminish, then yes. That's what I'd like to see, a direct causal relationship. There's some nice feedback on what the population thinks.. the little arrow directly from the tax rate slider to the approval rating. But there is no feedback at all which would indicate why tax revenue drops precipitously at certain percentiles. It just is. If fixing it means redefining 100% to be the limit of
>the reason for that is that at higher levels of tax >people swicth to the black economy(pay no tax). When >you lower tax they declare themselves again caue if >they get caught tax dodging they are in trouble... I read about this in the manual, I guess I'd assumed the mechanic for it was to lower morale, and thereby decrease population growth or even cause the population to shrink. Since there is no gameplay advantage to setting the tax rate higher than the firs
If you have that game saved somewhere.. go back and fiddle with the tax slider a bit. I think you might be able to get much more out of those folks at a lower level of taxation. In my games, it seems that there are a number of artificial break points for tax revenue. Above a certain percentage you just get less revenue. Above another percentage it decreases again.. and again. I'm not sure why this is the case.. some sort of trap for the unwary I guess.
In my current game I have four identical class 26 planets spread over three sectors. The Technological Capital improvement became available, and I took a look at each of them to decide which one ought to get it. Each planet had 30% research bonus on the details tab. To my surprise, the two planets with improved planetary production (+215% and +245% on planetary details) were actually producing about three times as much research as the other two which had no bonuses to planetary production.<br