Most likely you spent money on the invasion and it put you in debt greater than -500bc.
tetleytea
I think the devs over-nerfed it because of what users did in Galciv1. They used to spam starbase trading modules and make obscene money.
a.k.a. "I'm playing on Gigantic with Abundant Planets/Stars/Quality/everything and the map isn't big enough."
I think the more significant consideration is whether to lower your tax rate & get the 100% approval or not. 100% approval normally grows you an extra 100 million people/turn. If they're paying .5bc/turn at 50% tax, it remains lucrative to get that 100% approval for quite awhile. You seldom pay more than 2bc/per turn/per planet in reduced taxes to get the 100% approval. Meaning that when you do turn the corner and crank tax back up to 49%, it ta
Censor ships could be mobile re-education centers.
The issue with PQ is kind of a big one. If you pick the +PQ% ethical choices, you don't get any extra tiles. If you pick the +PQ racial quality you seem to get the tiles, and you seem to get the +10 morale for high-PQ as well as the raised pop cap regardless. But if you colonize a class-11 planet and get a +50% PQ ethical choice, you get a class-16 planet with only 11 tiles. That defeats the purpose of choosing evil. Why would you want to?
I sitll go +50 military. While your economy may revolve around bc's, you're paying ~5bc per production point when you purchase stuff outright. 1pt of industrial capacity lets you pay 1bc for it instead of 5. This is critical in the initial colonization phase. +50 military may increase your deficit spending a lot in the early game, especially if you find a 300% manufacturing bonus tile (and you WANT to find that)--but it's nothing compared to th
Let me put it this way: I never built a single large-hulled ship the entire campaign.
I want to use espionage to assassinate the other alien leaders at the UP votes. Hee hee hee hee....
Can't you move your capital from the Planet Details screen?
I also won Apocalypse earlier than I otherwise would have this way. One fleet cleaned them out.
I also won Apocalypse earlier than I otherwise would have this way. One fleet cleaned them out.
All you have to do is up the intelligence of one race and the overall difficulty goes up to Challenging.
In my experience, trading techs for money didn't work too well. Trading tech for tech did, though. I've also had a little luck trading influence for tech, if I'm just barely in the red and I need a little push to get it green.
The surrender button is utterly useless. If you want to resign, then resign. That button cost me about 45 minutes when I first made that mistake, before the first patch.
I'm done with the campaign now. The ending was disappointing.
In general, the main missions you have to win by military. But the alternative missions you can (sometimes have to) win by influence. So far I've found 3 alternative missions--one if you decide to lose the Siege mission, two if you decide to lose the one immediately after that.
Looking forward to the expansion. This sort of thing is what expansions are all about.
> All other resource producing buildings (e.g., research buildings, influence buildings and economic buildings) contribute to your civilization as a whole. Could you elaborate? My impression was a cultural center contributes to the planet's influence, which has both a proximity effect and contributes to the whole civ. Market buildings, I guess an Adv. Market Ctr. adds 15% to that planet's econ, which doesn't seem like very much. If t
There's really not much point to influence in the campaign. Maybe a little more tourism money, that's it. Even Diplomacy is only marginally useful. The thing is, you're always at war. You have sworn enemies & sworn friends, and that's the way it is. Even the Drath & Korx, they say they're neutral, but besides not trading weapons techs, really they're allies.
Compared to Galciv1, I think the combat engine is very good. When it works, at least.
I've been doing PQ+10, and what it does for me is all class-10 planets give a +10 high-PQ morale bonus. If what you're saying about tiles is true, it's probably not worth it in metaverse games, but it sure is worth it in the campaign. Lots of class 10 planets. Also--I can't prove it--but I seem to get more & better bonus tiles with a PQ bonus.
Survey Modules are sometimes missing in the campaign? I built tons and tons of custom surveyors. Especially in that second-to-last map.
I wonder what was up with that storyline right before the final scenario? Those two aliens appear to the Terran leader, and he's caught in a dilemma. That shadowy figure suggests they go into that pocket universe, the Thalian says, "no, don't do it!" Was there a campaign choice we missed?
I just finished the campaign last night and I was disappointed, too. "Anticlimactic" comes to mind. First, all you get at the end is the credits. Okay, so maybe Stardock doesn't have the resources to do a cutscene. Fine. But at least have some kind of storyline or something at the end. But the other thing is, the scenario itself was very anticlimactic. You just rush to Planetary Invasion and invade the DL planet before they crank a singl