1. Trade bases only get the bonus when the little freighter ship is in the same sector with the base. 2. Resource mining modules on a starbase that is on a resource affect the whole civ; other starbase effects like production bonuses affect only planets in the same sector. ~SDC~
Freddybear
Yes, I voted the Zoo to the Altarians and the Space Sharks popped out right away. ~SDC~
Why not add more maintenance cost as you add modules to the starbase? A basic one-constructor job could be cheap, while a fully tricked-out Trade base with Culture improvements might cost quite a few BC's per turn. ~SDC~
A (basically free) new planet is worth a lot more than a trade route that would take years to develop. ~SDC~
You've got the basics. Just crank up the trade routes and count your money. Put some picks into Trade and Diplomacy abilities. Trade gets you more money from the routes, and Diplomacy helps you keep your trading partners sweet. Here's one strategy that worked nicely when I started out stuck in a corner: stay Neutral-to-good and then establish lots of routes with your Evil neighbors after the UP votes to limit *their* routes. The Yor were the dominant race: they had three times
The way I deal with them is to sell some goodies to the AI to alleviate the cash flow problem. But it sounds like you were being destabilized after the recession. ~SDC~
"Cost/benefit, I'm better off keeping the money." You won't say that if you get the Dread Lord event (which is prevented if you have Advanced espionage). ~SDC~
You can put in some Propaganda (on the Details page for each planet) and build a News Network. Start earlier building cultural influence and resistance buildings like Embassies and Cultural Exchanges. Grab an Influence starbase. ~SDC~
Medium/Occasional/Scattered for my latest game. The Yor got six to my three and everybody else's two or so star systems. I would have had two others except that's where the Alexians and the Carinoids were. (I have them *now*). ~SDC~
I'd like to be able to drop a Constructor on a damaged starbase and have the option to repair all or most of the damage. ~SDC~
Don't they show up in the Minor list? I'm sure they did in my last game. ~SDC~
That's what the "find" button does. :) ~SDC~
You have to set it on a course back to where it's "in range" is all. ~SDC~
It should try harder. :) ~SDC~
Stardock. The software library works OK and the discussion group sucks less than using the webpage. ~SDC~
The path to get to Transports is Propulsion/Cold Fusion/Impulse Drive. ~SDC~
No, it's not your imagination. And you can't destabilize them either. ~SDC~
You know the theory: somebody starts a game and saves it on turn one, before making any moves. Then they upload the save file so that everybody can play from the exact same start position and compare notes. It's very popular on the CIV3 forums. ~SDC~
"I am using AOL." I am sorry to hear that. ;( ~SDC~
There are the special trade goods like Aphrodisiac or Frictionless Clothing that you have to compete to build, or you can sell ships or tech for some quick cash. ~SDC~
Huh. It's always been the weakling that gets it in my games. No, I don't know of any way to turn it off. ~SDC~
I've seen the ban on Terror Stars come up as a permanent ban. ~SDC~
It only gives it to the weakest of the AI's when they're getting whomped. *IF* they survive and thrive they'll eventually do you in. ~SDC~
That's what it did to me until I re-registered with the drengin key instead of the CD key. ~SDC~
I've managed to avoid getting the Prison early in the game. They should get better stuff when they break out if you've got Dreadnoughts. Wait, I didn't say that... ;) ~SDC~