This is an exploitable bug. Trading with the AI, you can trade 4000 for zero turns or 2000 for 1 turns, for example. If you choose 2000 for 1 turns, you only get charged 2000 instead of 2000 this turn and the next. All trades with duration have this "off by one" error.
fsk5809
The "starbase influence bonuses multiply" effect has been discussed and around for a long time. Presumably, this is a bug, because the AIs don't exploit it.
Actually, majority in the united planets is easier than the current cultural victory condition, which requires a cultural majority in most sectors.
The case where you capture a planet is by design. You're allowed to capture enemy capitals and keep the benefit. If a captured enemy planet is building somthing you cannot build yourself, you're allowed to finish it. So if you haven't researched battleships, and you capture a planet that's producing battleships, you can leave the production unchanged and you'll get battleships. But once you cange it you can't change it back.
This has already been suggested many times.
Solution #1: Keep freighters in position near each race, so you can replace your trade routes right away. Solution #2: Trade with the Carinoids, selling them ships to keep them from being overrun. This only works if you already have a big lead. (This doesn't work with the Alexians, because they culture flip too easily; the Carinoids have a very high cultural resistance rating.) You can also do this with the I-League or Fundamentalists if they are in your game.
I think morale affects which planets defect. So if you're evil and have high morale, you won't lost many planets to the fundamentalists. I think you need 100% to be perfectly asfe.
Is this happening?
The "AI alignment changed" event should not happen for an AI that has already been eliminated.
If a fleet of ships is sent towards a rally point, they do not auto-pilot properly. The fleet gets selected, and you have to select "skip" each turn for the auto-pilot to kick in for that fleet.
On the global military swap screen, the number of planets producing each ship type should be indicated. So it would say "10 planets changed from battleship to dreadnaught".
Slight error above: "assign rally point" shows planet highlighted, but it does not show current ship highlighted if you assign rally point to a specific ship with the 'X' key.
Another point: If I have a rally point order assigned to a planet, with "auto-launch ships", when that planet completes a ship, I should not have to scroll through that planet screen at the start of my turn. (Or make this an options somewhere.)
Rally points are a nice feature, but there are still some things lacking: - rally point graphic should indicate orders given to rally point - sometimes, ships seem to stop one square short of the rally point - allow "move to new rally point" rally point order. That is, I want to be able to have a bunch of constructors move to a rally point, and that rally point can in turn send them someplace else. - on the "assign rally point" screen (X key), the rally point
Another thing I'd like to see is the option to take fewer or more racial ability points at game start. There could be a suitable bonus or penalty to score (or the game just doesn't count for the metaverse). That's a good question. What is the WORST way to spend your initial racial ability picks? Cultural resistance? Soldiering? Espionage?
I think it rounds down. Back when transports had zero upkeep, I would always "space" population whenever morale dropped below 100. Then, I would milk the score by researching every tech and dragging out the game. I was getting a 99% average approval rating, and I'm pretty sure it was closer to 100% than 99%. The rule in GalCiv seems to be "round down by default", but someone would have to perform an experiment.
I was thinking of an interesting restriction (but never tried it out). * Keep a 100% approval rating for the entire game. (i.e. 100% morale on every planet every turn) Notice that you can tell at the end of game statistics if you had a perfect approval rating, because it says "average approval rating".
I was thinking that "event minors" should start with huge racial ability boosts, to enable them to keep up. Something like +500 to cultural resistance, soldiering, production, weapons, defense, and research. Also, giving them a better PQ planet would be nice; with a single 16 PQ planet, the new minor isn't going to survive long. Also there's a bug in "event minors" tech level. They start with tech equal to the human player, rather than tech equal to the most advanced player. This
Some morale buildings become obsolete once you get a high +morale racial ability, due to either resources or late-game techs.
Do you have a negative bank balance? If you're below -500, you can't spend until your balance goes above -500. When you get near -500, adjust your spending sliders (economy screen) so that your income equals your expenses. It's OK to run a deficit down to -500 at the start of the game; you just have to stop at -500.
Are there fewer anomalies in 1.10? There seem to be fewer, both at the start of the game, and as they respawn later. I'd really like to see this as a game parameter somewhere.
There should be "global rally point swap" just like "global military swap".
Another flaw: You cannot simultaneously give new rally point destinations to a whole bunch of planets. You need to select each planet to change the rally point order.
If you want a really easy tiny game, try tiny/rare and ctrl-N until you get two 15+ PQ planets in your starting sector. If you're patient, you can get THREE 15+ PQ planets in your starting sector. Yes, it's cheesy.
This lets you crank out 100% military for awhile, converting all your starting BC to colony ships as fast as possible. Because you get more new colonies, you get more BC and more colony ships. The only question is "at what point do you turn on research"? It seems like you should leave enough population on each planet so you get 25/turn or 17/turn military. When you research, do you rush to impulse drive for the extra +1 speed? Or rush to trade so you can get your freighters