I've just run a quick test of keeping morale at 100% for as long as possible, given a PQ20 starting planet (PQ19 only realy gives you 5% PQ for Soil Enhancement). I found the following - I've no idea how the formatting will go, but it shows that an Entertainment Network gives better short-term benefits than Soil Improvements. I stopped in Dec 2183 although I suppose a better test would keep going until the Morale was the same (54 = no more growth) Note the order you buy them in makes
Jaime Wolf
No. It doesn't exist - I think they thought it was too unbalancing.
I'm in! And no ... I'm not on any diuretics (unless excessive caffeine counts) 'ave a go, ya mugs!
Just experienced a CTD error. I have saved the debug.err if that's any help and anyone's interested. Cheers, Jaime
Given their complete absence from the resource data file I'd say life-force resources got dropped as too disruptive to game balance. As someone mentioned earlier - imagine a civilisation-wide +69% PQ ~SDC~
Got mine late last week. There's no printed manual (which, based on the pdf manual, is probably a good thing ;)) Just wanted to have something in case my machine goes belly-up and I'd have to download everything again. ~SDC~
It means one of two things - 1) You'renot putting enough into Military spending. Take a look at the local government (4th button along the bottom) and make sure you're on the "Economics" tab 2) You've spent yourself so far into a deficit that people won't work for you. If you're lower than -500bc then you're in trouble and it will not build anything until you get over that amount. Try not to get into such a situation. ~SDC~
I just finished a tiny/normal game. The thing that pushed me over the edge was my eventual success against the Alexians who, until then, had been the most populous civilisation by a VERY long way. Since I was the largest major civ (in terms of number of star-systems held - I had 5, the next was 3) I figured I should easily be the biggest civ. I kept being second to the Alexians. Grrr ... Ok. Time to go take a look at these upstarts - they have > 100 BILLION people in one star-syst
From a "realism" point of view - a starbase can't move so no hostile ship is going to be stupid enough to move within range of its defensive weaponry unless that ship is deliberately trying to take out the starbase. Hence starbases should not be able to initiate an attack. It's the eternal tradeoff in strategic warfare - fixed defenses can be so much more powerful than mobile ones but the drawback is the Germans can just drive around the Maginot line, as it were. ~SDC~
The pdf manual is still not very readable when zoomed in. I just read it for the first time :) The alternative is to read the online one which is much better. Check the "Encyclopaedia" on www.galciv.com ~SDC~
It's a miracle! I can SEEEE!!!!!! ~SDC~
Must remember powerstrip ... My monitor at home is slowly dying and it's getting harder to see anything. I didn't realise until i borrowed a 17" TFT that sectors were different bright colours when you show influence :)
#13: Correction to your correction. Movement bonuses, at least, are calculated at the start of the turn. Hence you can slingshot ships half-way across the galaxy by putting them in a sector with a LOT of +2 movement space stations.
When I click on "random" for intelligence or Alignment for a race the blurb shows me what it is. Would it be possible to get a generic blurb saying we really haven't got a clue how evil/good they are? Cheers, JW
No-one has mentioned the most powerful race. Every game I've played so far has ended with the Terran Alliance wiping the floor with all the other races. Occasionally they allow one or more of the other races to ally with them but they're virtually unstoppable ;) ~SDC~
I must preface my comments by pointing out I've only played 3 games and sub-normal is the highest opposition I've been game to try as yet so I haven't ever needed to get to terror-star technology :) How many constructors does a party-palace terror star take? 1) Move those constructors into your launch sector. 2) When someone declares war on you (or you want to declare war on them) launch all the constructors to the relevant point and build the star. 3) Forget about ever
You can track down who's heading there by turning auto-pilot destinations on. Still have to go touch each one of them, but it does make finding them easier :)
How is it that the Aletians (??) or the Carinoids always seem to have all the trade goods? More to the point, what are some suggestions for getting to them first?
I just watched a Dregnin colony ship grab a juicy yellow star & leave the colony ship in orbit with 0Million colonists on board. There was only one ship initially. Is it just a one-turn display discrepancy or will I have to kill that ship in the not-too-distant future before my transports roll (??) in. Err... make that distant future - I don't even have the first tech towards transport ships and I'm too busy cranking out colonists to go for it LOL
Before your transport is launched (don't auto-launch them!), select the star-system that it is sitting in, look for the transport icon in the "Ships in orbit" window on the bottom-right of the screen. Double-click on the transport, it should ask you how many warriors to put aboard before launching. The same can be done with colony ships which will otherwise take exactly half of your population with them.
Sorry to bring this up again but I'm seeing this in a 1.02 game as well. I have a save from immediately after the Torians built the Galaxy's second Stock Exchange Also if I use the "generic" governor it will build each "Only 1" item on each planet using that governor.
I've just purchased the game (D/L & CD shipped) but I accidentally mistyped my e-mail address. I noticed on the confirmation sheet so I've copied that off and all but I am not sure whether I can connect to stardock central. I've e-mailed the sales contact people but not had a response yet. Any ideas on where I go from here?