I'm assuming I'm not the only one experiencing this (in 1.0.3), but particularly in the late game the research times aren't displaying right. I'll be researching Regeneration, for example, and the Research tab says "Next Month" on it when I'm at 33% spending. Then I'll move Researching spending clear down to 0% and it'll still say "Next Month". But next turn I still don't have it. To find out how much time I really have, I have to save & reload; that fixes it. This is annoying.<br
tetleytea
I think certain ship-based techs are good to research, simply because the AI values it so highly. Defense Theory (and Industrial), Corvette, Interstellar Tactics, Sensors, to name a few. Corvette is crap, but you can buy Photons (its prerequisite) for cheap and you can trade away Corvette for multiple cheaper techs. And then certain offensive techs like Phasers, Interstellar Tactics, and the one that gives you Battle Cruisers you can sell to minor civs at virtually no threat to you. For that
I'm messing around with +PQ ability right now, and IMHO the answer is no. Spend your AP on something else. I expect the benefit to go up, though, when you get Terraforming. Purchase the Terraformer from Mitrosoft--who cares if you've got a 60-year lease; you're not going to be playing for another 60 years. That's 4 planet upgrades in all, stacked with your bonus. Besides the obvious bonuses this should also let you stack your Manufacturing Capital and Hyperion Factory on the same planet wit
The War Party looks like the best party on paper. +50% hp costs 6 ability points--more than any other faction. My problem is, Isimply don't go to war, so I haven't gotten it yet. How does the +50 bonus stack with the Shipyard, etc. bonuses? Is it just additive? I need to practice not being so doggone nice. :)
I've had the Alexians flip on me, including their last planet. But then another game I sold a really crappy class-15 planet to the Drengin, in a sector where I had 3 fully-developed star systems. It flipped even before the lease was over. Then I repeated and sold that same planet to the Altarians. Again, it flipped within 4 turns. Then I sold it to a minor race (not the Alexians...Carcinos? the one that starts with a C...). Their morale fell below 25, but it never failed a single saving
At 100/0/0 you get the inefficiency from all the "Next Month's" completing early. Like if Earth is putting out 70 IU's/turn and your Constructor already has 199 on it. I think that inefficiency is actually bigger, so I micromanage it. I'll go 100/0/0 for awhile and then go 20/60/20 for a turn to try and grab all those stray "Next Month's".
I'm playing 1.03 patch now. What I might have left out is I enhance them to class 15 before trading them. 13's take ~500bc to get to 15, and I usually get ~800bc for them on Intelligent AI. The beauty of it is, once it's PQ15 that's it. It's not going higher.
I'm sort of new at GalCiv myself--playing at slightly above Normal diff, small maps--but I've been having REAL good luck with the Populists. I maxed out Pop Growth at 5 pts/+70% and threw another point at +1 Morale, for a total of +3 Morale with Populist. My early game absolutely rocked. Overcrowding simply wasn't a problem, because I'd simply bleed off pop with Colony ships. And then the new colonies started off with enough pop that they could produce their own Colony ships right away, so I