I think that the indicator you were looking at was telling you that you were 97% of the way to achieving the Cultural Victory condition (which is to have >=90% coverage). So really you had 87.3% or so cultural dominance, which is 97% of 90.
citahellion
It could indeed be useful, but I don't see it as a particularly desirable feature.... If you don't want to be coughing up 5bc/turn in maintenance costs, don't build that structure. There are other ways to get your morale up or to improve your production capacity.
My understanding is that it's the latter; Planetary defenses improve your odds when the troops are landing and you're rolling the virtual dice to determine the invasion attack/defense ratio. Anybody that knows otherwise, or that can give detail as to how exactly the invasion ratios are modified, please chime in!
HTT: Yes, you can use NotePad to edit or create events. However, GCWriter is still strongly recommended because of its error- and bounds-checking capabilities.
Somewhere deep in space a little light is twinkling: Dreadnought running lights.
I have noticed that the AI will generally pay almost twice as much over a 20-turn period than they will up front, i.e. if they're willing to pay 200 outright for a tech, then they'll be willing to pay somewhere between 18 and 20 per turn for 20 turns.
Couslee-- Actually 4x4 is Tiny, 5x5 is Small, 8x8 is Medium, 12x12 is Large, 16x16 is Huge, and 24x24 is Gigantic.
I don't think anybody is really using it in the second sense that you're asking about, Mark (getting a bonus from an anomaly). Basically anything you can download from the "Library" section is a mod. There's a lot of planetary colonization events, some United Planet issues, a few new ships, several new anomalies, some tech tree expansions, etc. Anything that adds an event or option that wasn't in the game originally.
Hey Droid5150, just wondering where the '5150' portion of your name came from...? (my theory: original model number of the IBM PC)
Zooming out on the main map would certainly be a very cool and exciting feature, especially if it was combined with higher resolution support. :-) But I'd still like to have the ENTER key work the "Done" buttons, too....? (Much easier than an entire keymapping arrangement!)
#25 Bakka -- I believe Dragon's Egg is the first book and Star Quake is a sequel, but it might be the other way around.
Wow, lucky for me no new minor ever came along after I had researched my incredibly unbalancing "Dark Side of the Force" tech....
Fulgrymm-- The original, Galactic Civilizations for OS/2, was indeed programmed by Frogboy. And Stardock at that time consisted of Frogboy. (He started the company.) Just found my original GC manual the other night, with the little security pictures... talk about crappy packaging! Gack. :-) Technician-- I don't see how you can say Stardock is backing away from GC because "updates are rare"; updates to the 1.05 branch have stopped because it's stable enough, with no show-stopper bug
Let's not presume to tell the code maintainer how to do her job.... especially with an uncalled-for jibe about code quality. It may well be conceptually simple to add a layer of indirection for keymapping, but that certainly doesn't mean that the implementation will be quick, painless, and free from the need for significant QA testing.
Would a new minor get all the alignment-restricted techs as well as the regular ones??
But that's part of the point! Being good is about making the difficult choice and doing the right thing in spite of the cost. The reward for being good is much more nebulous and long-term than the fast, obvious gains made by the expediency of evil.
Now THERE's a nifty idea, Ray!
Well, you could set all the other races to Good, and make your new ship based on an evil-only technology. (Or vice-versa, but it might take you a lot longer to get good enough to build your ship.) That's kind of a cheap hack, though.
It occurs to me on re-reading my recent message that I may have sounded rather obnoxious, snide, and/or otherwise unpleasant. If it was interpreted thusly, I do apologize. But user interface design is one of my little pet peeves and I can tend to rant a bit. At any rate, I expect that the silent majority, much like DuoDecimal and myself, never even thought of trying the ESC key when the Enter key didn't click the "Done" button. I'm surprised it didn't come up in beta testing; I woul
Frogboy: It's problematic because it's completely non-obvious and it causes a lot of unnecessary mousing. And if you're that concerned about people ending their turn by accident, the Turn button shouldn't have been bound to the Enter key. DuoDecimal: You presume that the silent majority disagrees with the vociferous group, which is not at all evident. Let me ask you key-binding experts another question... What keys do you use to move between field
Pardon my vociferousness, but WHY IN *&^ WOULD SOMEBODY BIND THAT TO THE ESC KEY?? It's a "Done" button, it's the ONLY button on the dialog box, and every other Windows program in the world uses the Enter key to click the default button in a dialog box. Okay, I'm done venting. So. Feature request: Could you make the ENTER key dismiss popups too?
bgofct: I was bothered by that same thing about the more-than-a-sector sensor range until I discovered that you can move a ship (via the keyboard, at least) without having it be on screen. I do it all the time now. As long as the ship is moving in a single direction, your display can be as far away from it as you want. (If you do turn the ship, the display will most likely hop back to be centered on the ship.)
One starbase inside a sector has, I believe, 5 times as much effect as one starbase adjacent to that sector....
I received an even 100 when I got them. Unfortunately, at the time I was under the impression that stacking would increase your attack ability, so I found out the hard way that I was wrong when I lost about 80 of them at once attacking a single dread.
Gibbie, one other thing... if it's not a true 3-way alliance (each allied with both of the others) but rather a matter of X allied with Y and Z but Y and Z are not allied, then you can break one of those alliances by paying Y to declare war on Z. Then whoever X sides with, their alliance with the other will have to be broken.