That's not what it said in the FAQ, it said that a low treasury helps your morale. Check it out, its the big post from brad.
rainmanblack
Wasted I believe.
I saw in the FAQ that lower treasury helps morale? is this correct? Why?
Were the changes that frog boy mentioned in the 1.03A.057 build? I just started a game and I don't see the defenders having more defense.
It bothers me a lot too... to the extent I wait a long time before I build planeteray improvements. But I can see the arguement. If you put in planetary sliders you'd have moo3.
Oops, I repeated. ignore me... most people do anyway.
There are no mining profits per se, you just get a higher bonus from the resource... and it adds on to your racial abilities. Look on the stat screen of your empire screen (with the taxes and all that stuff).
One big tip for bright+ is to be a micro manager of your main sliders. Adjust your taxes to keep your morale on target (I keep mine at 75-80+ because you NEED high pop growth to compete) and adjust your research to just barely research your next tech. I hate micromanaging as much as the next person... but one of the big things that the AI does at bright and higher is that it does exactly that, so you will fall consistently behind unless you copy them. You'll also notice the AIs
Just to mention, having a high morale early gives you one heck of a bonus in pop growth... so it is really important. The high level AI's pop growth will outpace you badly unless you keep your morale at above 80+ for much of the game actually. And of course high pop growht means more pop which means more money/tech/production etc.
Napalm?
This has gotten distinctly bothersome, and its been happening with the latest update too. The governor of some planet or other will randomly start building one of the capitals if I don't get it built really early. I tend to wait on building them until rather later in the game when I can really take a look at the planets I have and decide which ones to put them on. They sometimes do this when I'm in the middle fo building another building, I'll be one turn from finishing my econ
Report it on the bug thread to be sure they know. Good catch.
http://www.galciv.com/dl.asp?id=140 If you care. Its on page 5 of the events.
If you look in the library there is a mod to replace the dude with a more pleasant assistant... at least on the eyes. Make a few more sets if it bother you that much.
They do rush after them at higher AIs. Or so I've seen. On larger or bigger maps on bright or higher ussually at least 2 or 3 of the early trade good have already been built by the time I'm done colonizing.
SO what is it with the yor? What do they do that every gets messed up by? I haven't run into them doing anything in most of my games. In almost every game (essentially every AI difficulty up to incredible, my current game), they tend to be like the drengin, doing rather well at the start and then plumet. But unlike the drengin who are very good at starting wars, they don't seem to have a strategy I've seen. What is their goal?
Check the color of the text on the bottom. If it is green they will go for it, yellow they will not. That way you can play with a trade until you find a blanace you like.
Any body figured out how the yor work yet? How they try to beat you? They've been placed well on several occasions, often being number 1 or 2 after the colonization phase, thenthey really tend to fall out of the running after that. Haven't really run into that with any of the other races except for the dreagin... but it makes sense for their strategy. anybody?
It would be the coolest if, in game, you could pick a future tech and you would automatically cycle through all the techs you needed to get to that one tech... We can all dream, eh?
There is a major issue with the tech victory not being actively fought by the AI. They really should know when you are on the home stretch of winning. In my last game (genious level AIs if you care) I was getting gifts from essentially every surviving empire while I was researching the last few techs. Honestly, if they had ganged up it would have been close, my military was distinclty behind but they were all happy being my trade partners. It was silly. Frogboy, do you
There are a bunch of modifiers, check on the screen just before the attack. The least of which is the tech bonus you can get. In addition there is the mode of attack which really can shift things. I've killed 30k with only 1k when I way ahead in tech with just a straight tech.
Governors. If you look at a planet and hit the details button you can pick a particular governor to use for that planet. They all default to ford. I haven't found a way to have more than 4 but I'm hoping we can sometime in the future, I definately wanted as many as 7 before. Use them intellegantly to claissfy your planets. For example set one of the governors for the things you want to produce on only relatively bad planets (13s and 14s for those crazy ones of us that
I've been playing with genious and incredible AIs (too bad I can't seemt o uploaad any of my games to the metaverse) and the advice is good but I'll add a few things in. Population is important for many things, production/reseach and influence, but also for money. Also higher planet quality and higher morale seem to give more money in the long term, and higher morale definately helps population growth (by a magnitude). My first few games I pumpeed up my taxes early so I could stay out o
I meant "Come on froggy!". You get the idea.