That's right Gert. If you have a starbase with speed bonuses already built, you might consider upgrading to a TC since you won't paying any additional maintenance. However, the returns from investment for adding the TC is very small, and therefore usually not worth it.
Gengsta
I remember AC. The choppers were way overpowered. I fitted them with the most powerful weapon and speed bonuses and no armor. You could produce one, send it on a killing spree and let it crash and it would be well worth your money. In fact, most of the time it was better to just let it attack until it couldn't attack anymore and crash than to send it back to base for repairs.
you need moral buildings to take advantage of the empire wide moral bonus if you had an Entertainment Net on that colony, you would have see some benefits.
Using Speed Bonuses S+s are used in sectors WITHOUT TCs. Later, you can add TCs to S+s, but it isn't recommend. S+s are usually added to make your TCs more worthwhile (by decreasing the LT). Say you have 6 TCs along a trade route spanning a bit more than 2 sectors long LT=48. One sector does not have any TCs, but the mini-freighters spends 12 turns there. Adding a S+ you cut the time down to 4 turns. You have just shaved off 8 from the time to completion. The PER CYCLE
The importance of trade in a game depends on the size of the game that is being played. On smaller maps, trade the the bread and butter of the empire. On larger maps, trade is just the icing on the cake. But every little bit counts and sometimes it is the 100 extra bcs that you received from trade that will make the difference. So here is a guide to understanding trade routes and using them effectively. Establishing Trade Routes: You can establish trade routes by making freighters.
Ok in that case, look to the strategies forum soon. It's here: http://www.galciv.com/forum.asp?BID=GS
The best thing about speed bonuses is that you can avoid the huge starbase pile up next to your trading partner that eventually flips them. If you have a 3-4 sector long route, your SB pile up is 2 sectors away from them and not going to affect them so much. And placing one or two speed bonuses SBs in the empty sectors gives you a better income. [Message Edited]
Depends on the planets you have colonized. Given that you are building Soil E. and Hab Imp. for +20% PQ. These are the bare bones: Sometimes not even worth colonizing 13->15 14->16 These are the low end planets: Very common but not very productive 15->18 16->19 These are the 'good' planets: Not very common, but very productive; worth developing 17->20 18->21 19->22 These are excellent planets: Rare, so seize them quickly: Develop th
AA/BB is a piece of information available when you are looking at your trade routes. BB is the length of the trade route (in parsecs) AA is the distance traveled so far (in parsecs) Mini-freighters generate income every turn based on their position AA/BB. If you want more detail or some examples, I'll start a guide to trade routes in the strategy forum.
[quote] Since the value of a trade route increases each TURN on the cycle, this means that the trade route is now effectively half as long, and thus much less valuable. [/quote] I've studied it quite a bit, and it seems that it is based on the position of the mini-freighter. A 57/118 mini-freighter will give you the same base income regardless of the number of turns they have used to reach there. You'll notice that your income changes about once every 6 turns (about every half
That would be the 'good' morality UI There is another UI for 'evil" morality And you don't have to apologize for being off topic. This thread was hijacked a long time ago. Most of the discussion in here has nothing to do with original topic. [Message Edited]
Where are you entering this information??? Remember that you are to enter the serial EXACTLY as you see it. All caps, dashes included.
couple things: Don't forget to convert your old scores over http://www.galciv.com/playerreg.asp You'll need to enable the Show Pre-Release Versions in SDC
It's a little too open. I don't know where to go next. There's so many ways I could take it, just can't decide. [Message Edited]
Did you get your questions answered???
It depends on how you are creating your playlists. Remember to create it and save it in your playlist folder in GalCiv, rather than save it in your MP3 folder and then moving it over. Your playlist will not record your MP3 paths correctly if you create it by the latter method. If this is not the problem, please explain your condition and your procedures in creating your playlist. [Message Edited]
I think the destroy target mission would be the best. Without direct military activity. Use your alliance powers to pound them into submission or use your overwhelming cultural power to conquer them. Scenario: Players must play evil, one player uses diplomacy, one player uses culture, the target is the closest good empire. The one that took/destroyed the most systems wins. I guess initial exploration would have to be already completed. The two players each control a half of the empi
How about setting different goals for the two players and see who would get to their objective first. They can sabotage each other, but players can set 10 sets autopilot instructions that the other player cannot interfere with. Stuff like that. [Message Edited]
Sequential game would be nice! One year at a time. Careful not to overplay your time limit. Also we could have the 1 on 1 maso challenge. Haven't played that one yet. Another one is to fashion a mission that you can't destroy more than 15 enemy ships. Fastest victory wins. [Message Edited]
Don't click on it. It wasn't suppose to be there.
A question appear on the main forum about social projects so here's a breakdown. Social projects can be divided into several categories. PQ enhancements: are essential - these are the most beneficial enhancements out there Soil Enhancements: well worth it Habitat Improvement: same cost/effect as SE Terraforming: construction costs viable only at the most industrustrious planets Economic enhancements give you more money - if you want more money, bui
Awesome. Can't wait.
yep, you don't have the only marsupials but certainly the most some crazy slogans: we have more pockets :D everybody thinks we live upside down some others names Coral Reef Collective hard as a rock, dead as a rock :D The Exotic Flora and Fauna think we are strange? talk to wampyre :D
You should post some tips vincible
Corvette tech after Shields has been researched is overvalued. Corvettes are useful, but not essential. Interstellar tactics is undervalued. The problem right now is that the AI isn't flexible so as along as it doesn't have so many advantages that it runs away with the game, a human will win eventually once it drags on for a long time.