I have yet to even use a trade module. But I have been meaning to try out a situation where I want to use economic starbases anyway, for the factory output bonuses. Just start a bunch of short trade routes (probably with a minor) that go through those starbases you already have. It also sounds attractive that you could set all your trade routes to a nearby major, to coddle their alliance. Might as well make a little cash in the process, to help offset the paid IP coming from the factory
tetleytea
Yes, all capitals in the build queue can be completed. But every time you complete one, all capitals of that type get removed from all your planets' build queues. In other words: - if you don't have an economic capital and you capture a planet has one, you keep the one you captured but you can't build any more - if you don't have an economic capital and you capture a planet with an econ capital in the queue, you can complete it but you can't build any more - if you capture
Even though the advanced races tried to prevent it, they were in no time on the intergalacticnet, for anyone to download. Is that like the Korx version of Napster? I guess that would explain why the Snathi were looking at engine drawings on their video ipods.
I build ships without engines all the time, and not just orbiters. The big kick comes in when you research Impulse drive; that gives your ships a default speed of 2. That is acceptable. When you research Hyperwarp and build the Grav Acclerators, that's a default speed of 5. That is very acceptable. But this is all presuming smaller galaxies with dense planets. Another trick I'll do is build constructors w/o engines and send them to starbases that are already maxed out. By the ti
If you really need it, just let your treasury drop below -500bc and the game will turn your industry slider to 0% for you.
There seems to be a native ability morale cap of 100%. I hate it. It really eats into the Krynn's bonus.
Or a Mega Event that puts abundant anomalies back in the galaxy all over again.
To get a quick conquest victory out of a game you've already won, try my Spore boom strat.
I really wish Stardock would make the Galactic Guide Book easier to get, so it would actually be useful on large maps. The winner should be able to spam scout ships and they're all able to survey, & when there is still stuff left to survey.
Strange, I always found 1 superpower to be easier. I just attack them. Where I always have the hard time is when you have multiple superpowers, and if you go to war with 1 that wears you down and the others jump ahead.
It's too bad that chick commander was a lizard. She was hot.
Also when you hit "Declare War", you don't get an "Are you sure you want to do this?" dialog. I had to reload.
After the latest couple patches, I'm considering running Galciv1 again myself.
What I always wondered more than that was whether the Drengin are who invaded Earth in "V". V the series
Cool, I haven't tried Torians before. So what racial picks do you choose along with it? Industrialist?
You're stopping them from producing ships, like you said. Also, I have indeed stolen techs from them from time to time. I think you're doing the right thing.
I've gone from worst starting position to one step from Galactic Overfiend. It's good to hear those rags to riches stories, they're so heartwarming. And in a way that you'll never get by putting a Snathi's heart in the microwave oven.
The moons and rings are also eclipsed by the evil ethical choices. The moon and rings mean very little to me--what's more important is when I click on planet details and see what % bonus to production & research I get. I don't think the bonus tiles affect whether a planet is a research or industry _WORLD_ that much. I mean sure--if you have 2x300% research tiles, that planet's going to produce lots of research; but what does that have to do with the rest of your tiles? OTOH if that
You can use your survey flagship to scout, too. With a little micro, you can search out anomalies AND scout places you care about. They have the sensors for it.
Colony rush isn't so important when playing Korath....
I like tech victory. I find it easiest to get, next to influence victory (some people are good at alliance victory, I'm not one of them). It's less micro than a military victory.
It's okay to build too many colony ships, too. They double as scouts and ferry boats. Besides, you can upgrade them.
A ship with 400 shield defense only gets between 1 and 20 defense when attacked by a mass driver. Our own fleet battle testing shows that simply is not reality. I would be comfortable taking on entire fleets with only a cargo ship carrying 400 shield defense.
One thing I've noticed is that everyone seems to start wars much earlier, especially if there's a Super Manipulater race in the game. That ability is being used alot more now. That needs further investigating. I wonder if good diplomatic relations w/ Drath will keep you safe, and actually let them start the wars w/ each other for you.
Nope, relations deteriorate quite a bit when you're about to win. I have that same problem in never being able to get relations close.