If 'nothing' gave a boost to your morale then your population would grow until the boost became a necessity, then if you ever shifted from 'nothing' to a project you'd find your planet with an unhappy face as soon as you did. At early stages of the game I usually have some huge project like Advanced Quality Control (cost of 500) that I want to eventually build (but not yet) act as a sinkhole for unused social production. Then when you finally get to where you want to build it then it
Vorlin Varelse
But even going through a wormhole they don't get the out-of-range issue that a human would if sent that distance. And I don't think it's a wormhole doing it, I think the initial values for these first units aren't being set right by the code, including location and other things.
They don't have unlimited range, but some bug is allowing them to occasionally end up way far away from where they should be. It's rare thankfully, but can be very disruptive when it happens. I have a save game where the Yor planeted a colony about 9 sectors west of their nearest planet, and had to theoretically bypass about 4 yellow suns to do so. I say 'theoretically' because I'm not sure the ships are actually travelling, this might be some sort of bug that is bypassing normal game mechani
1. If you trade for it, you have it as if you made it with the difference being that you yourself don't have it available to trade to other races. 4. You trade it, they have it, no take-backs. :) 5. Minors trade like everyone else, so if you trade them some wizkill tech don't be surprised if they trade it off to others. 6. I'm 90% sure the answer is 'yes'. As to the conquering thing, I need to gather more data on that. I conquered The Terraformer from th
Rainmanblack, I understand what you are saying, but one of the things I like about GalCiv is that you don't get that 'me vs. all the AIs' feeling you get from most other 4X games. And the reason you don't is specifically because the 'the human is headed for victory so let's all attack him/her' behaviour isn't coded in. You can see where it would lead if this was put in: the human has the most culture, everyone attack before influence kicks in. The human has the biggest military, everyone att
Sensor drone + eyes of the universe + +2 sensor racial ability = easy detection of almost anything. And if you happen to get the super sensors random event... :) I like the population/industry showing. It can be argued either way as to how realistic it is, but since it's a game I'm not going down that road, I'll just cast my vote to leave it in just the way it is. You get this info when you first contact a civ, for anyone who didn't know this. So I doubt it's a bug, if it showed r
When you get the invis ship bug, does saving, exitting the game, and then restarting/reloading fix it, or is it still there?
Redshift, the info warfare is the one that causes the bizarre population values, I remember it now from other's posts. I didn't mean to imply that milking it was wrong or should be rejected, but more that doing so might make some in-game values so high as to cause internal game corruption that might cause the Metaverse to believe your game was hacked. But what you described wouldn't be milking it, by that term I was thinking more along the lines of hitting 'next turn' a thousand times
That's why Norin will be a good moderator, he plays more games than any 5 other players combined. He should run across random events fairly often. *laugh*
Redshift, did you start that game fresh with 1.03 or was it a saved game from 1.02? And are you running any mods? How big a galaxy was it, and were you milking it for a high score? The reason I ask is that back in 1.02 when I tried to milk a gigantic for a huge score it resulted in some corruption of the game data, one of the symptoms of that corruption was that when I tried to submit the game it had the right overall difficulty (Normal) but thought the AIs were all at Fool, a combination tha
No research bonus events work regardless of the event. There are three different events I have in my modded version of GalCiv that give +research bonus upon colonization triggering that random event, and none of them work. So the problem isn't in the events it's somewhere deeper.
I think that +1 to a random attribute is right, I was checking my espionage info and noticed that the Torians had +6% PQ instead of the base of +5% for the PQ pick. Interesting thing, every single AI civ in my game took the +5 PQ trait.
There's a random event where a powerful artifact is uncovered, and the civilization that has it is said to grow stronger every day and you should wipe them out. Has any player ever gotten this event? I've seen AI races get it about 4 times now, but I really don't know what it does. When I get advice like that from the game, though, I tend to pay attention. The Draginol event taught me that. ;)
I can personally vouch for the Events mods written by Nephrinn, I've installed all of them and seen them come up at various times and they are all quite balanced (they also have some very nice graphics artwork). I also installed the Smuggling tech and the Courage anomaly mods, since they were written by Brad I figured they were safe enough. The rest I haven't tested yet, will probably download another batch for my next game.
I don't agree with the 'it takes hours to mop up', that's only true if you have terrible influence and insist on taking each planet by transport one by one. As ZaH mentioned, take key planets and let the rest fall to your culture. Or go for the research victory which is certainly not hours, from the point where you know you've won you should be able to beeline for Final Frontier in about 20-30 minutes. Or you can have terrible influence but just beat the AI silly then demand systems when it s
Zergfest, were you showing maintenance of that much, or expenses of that much? Because in this game your production sliders (military/research/social) determine colony expenditures as well as the colony improvement maintenance costs themselves. You can plop down a new colony and it will show expenses even with 0 upgrades.
I ship 50% of my population with each colony ship I send out during the expansion phase. Keeps morale at 100% since each planet has a small pop and allows me to expand at an exponential rate. This is a great tactic for a gigantic map, it becomes less worthwhile the smaller the map. I use the first colony ship to settle in-system if I can, otherwise at the nearest yellow start, then have it pump out 4 scout ships in a row. I don't use interdiction tactics, so I've found 4 works well f
Tonmoril, you need to post your system specs when you ask for tech help (processor type and speed, memory, video card type and its memory, what operating system you are using, what sound card, and what version of the game you are playing). Does it happen in all size games? The gigantic map size requires a lot of memory (around 450 or so meg), are you maybe running out of virtual memory playing big maps? Are you running the latest patch? There was a bug with the autosave function that
According to Brad on the csipgs newsgroup the Creative pick gives you a chance to land a tech that turn whether you have researched it yet or not. I played with Creative twice, and only seen one free tech, so at the present time it's underpowered. But then, it is only 1 ability point, so I wouldn't expect it to kick in all that often. I imagine that Courage gives you better combat numbers when your planet is defending against a transport invasion (as opposed to the Soldier ability whi
I like a strong economy since having one lets you set your expenditures higher, thus effectively giving you a boost to research, military production, and social production all at once.
There is some sort of nasty little bug now and then with the AI colony ships, they end up colonizing planets way out of their range. I know some people were calling this the infinite range colony ship bug but that's not it. I have a save game where the Yor are in the extreme upper-right of the map, very very early in the game I suddenly see a purple colony about 9 sectors or so west of them, in my territory. Okay, I figure maybe the AI got caught in that corner with no settlable stars and rus
If hitpoints aren't figured into the military power curve they certainly should be. It would make no sense if they weren't. That would mean that the computer can't figure out that a 5/3 attack/defense battle cruiser with 15 hitpoints isn't weaker than a 5/4 battlehammer with 90 hitpoints. It would also make the corvette a great exploit ship, with 3 attack and 1 maintenance at 50 build cost you could have every AI in the game thinking you were King Kong for almost no investment, main
Sure, that's a cutesy title as all parties have their strengths, but I'm starting to think that the War Party (+50% hitpoints) is the 'power' pick of the political parties. Here's my reasons why: 1. It's worth 5 ability points, which is a better deal point-wise than some of the other parties. 2. 150 hp starbases are very tough nuts to crack up to the time of dreadnaughts. Even then they aren't bad with shield upgrades. Considering the increased cost of constructors now you
I'm a battlehammer guy as well, an assault I consider mid-game. I'll also lease-buy the +2 speed gravity trade good as well as research the +speed bonuses so when I make my assault my hammers/transports usually have 5 or 6 speed. I try to get the two fairly early +soldier techs (anti-matter weapons and mind terror weapons) because it's just too costly to lose troops. Tir-Quan special rocks if you plan on doing a lot of transport work. The big risk of a hammer push is waiting too long
Oh, almost forgot, anti-matter missiles are just 1 BC maintenance and you get a huge boost in your power rating with those as well. But watch out, they die first when your planet is attacked (not the high-defense tank ships). So if someone comes knocking, use them or lose them.