I'm about to take advantage of that fact in my current gigantic game. The Arcean's were beating hell out of the Torians, when I snuck in and starting demanding that the Torians give me their star systems in exchange for my not going to war with them. The Arcean warships (Excaliburs, OUCH) have been sitting in the sectors that are now mine for about 5 years. My military is *finally* larger than theirs, so what I've been doing is getting anti-matter missiles into position around all of their unmov
Xavier13
They certainly do seem to destroy improvements on planets that are going to flip. I can't understand how else they could possibly get 80000 million people on a class 20 planet with no improvements built. I always end up buying improvements on these planets until the moral goes above 1, because when I do (and populations are over 30000 or so) I see a big jump in tax revenues. I only do this because (nearing the end of a gigantic map) my economy pull in about 20000 total per month, so buying impro
That's not nice....
I didn't realize you could build starbases anywhere your heart desires until after I read the manual.
Try a gigantic military victory. I've got one wrapped up, but it's 2227 and it's gonna take a *while* to finish everything up.
Are you sure that it's just the recession doing that? I've had them hit and not be nearly that severe. Look at your expenses - particularly the % of your income being used by your military, and maintainance on social improvements. As for how long it'll last, I don't actually know but my impression from having had them (and other similar random events) is that the end date is semi-random (I'd assume there's an upper limit on how long they can last).
I find it's usually easier to just go to war with them and demand the start system in return for peace.... OR failing that use more "traditional" means of star system appropriation.
They do exist. I swear. I'm marrying one, although she doesn't float.
The money goes to your empire income, but the economic modifiers on both trade route planets (yours and the civilization you're trading with) increases that income. So, trade routes are best done from your economic capital to your trading partners economic capital (although if you're going to use SB upgrades to increase your trade route income there are reasons not to do this). I'd suggest using the forum search function with the term "trade" as there are a number of threads on this topic.
You might be being destabilized, although more likely you just need to lower your taxes. This thread has a good explanation of moral: http://www.galciv.com/forum.asp?BID=GS&id=39453#43769 In my experience once you're done the tech tree there's no reason why any planet over PQ 20 (after all upgrades) should have less than 100 morale. I've got my tax rate at 58% (which gives max returns) and all my fully upgraded planets above PQ 20 are at 100 morale, frequently with as many
See this thread: http://www.galciv.com/forum.asp?BID=GS&id=39453#43769
Thought of another one. Probably has been brought up before, but if you fill up a governer's build list beyond what is immediately visible (that is, you have to scroll down to see the projects at the bottom of the list), any attempt to change the priority of projects at the bottom of the list gets messed up. Typically they just won't move. It'd be nice to get this fixed because I play the larger maps and in the end game I have to use one of my governers for just the initial projects in order to
I'm in a late game crippling gigantic right now that with a bug and minor issue. The issue: The save files takes about 5 to 10 minutes to load - no exageration. I'm assuming this is because there are hundreds of planets, hundreds of starbases, and probably well over a thousand ships of various kinds in the game. A related problem is the serious slow down as the game calculates turns - takes about a minute or two. I'm running a 1.4GHz AMD with 256 MB SDRAM, so it's not as if it's a s
In my experience, yes. I've found that giving 2 or 3 star systems sometimes has no effect on relations (although usually it'll bump you up a notch or two), whereas giving 6 - 10 can frequently take you straight to close relations (from neutral). A gift of 15 star systems and about 4 star bases successfully brought me to close relations (from wary) with an AI that was about double my military strength.
In IRC at least sometimes copy/pasting colored text fails, even though you can't see it. Could be the prob.
Ok, I really think minor races should not be willing to trade you their only star system for a peace treaty. Not to mention (in this particular case) the current contents of their treasury (456bc) for 10000 turns. Of course, as punishment for the incredible cheesiness of my negotiations (I hadn't even really been at war with them at all, I just gave the Arceans "Attack... Dmer" that turn) the game instantly crashed to windows. Yay! It also seems strange to me that my relations
Back to the problem someone was having earlier getting an alliance victory (can someone tell me how to quote previous posts?) the solution is to give them about 6 to 8 star systems in one gift. Sometimes it needs it needs more, but coming from neutral that is pretty much guarenteed to get anyone to close relations (unless they're *way* bigger than you, then it'll take more like 15). Doing it in multiple gifts won't cut it, I've found, because the AI will typically only accept one gift every coup
My long routes (we're talking 274 turns) trade routes are bringing in around 280 a turn without any starbase enhancements. Of course, a big batch of them are about to get the end of their routes and go down to like 50 a turn for a while. Fortunately I'm making 12000bc a month in tax revenue, so when that happens it won't hit me too hard....
Damn. When I had done the mental arithmetic for a few example planets I thought the 7% pick looked better than that. I was including terraforming in my calculations, but now that I've actually thrown the number into a spreadsheet it doesnt look as good as I thought. With terraforming in there as well 7% provides 1 PQ more than 5% at base 13, 15, 22, 24 and 26. Wish I'dve done that math before taking it (wanted to give it a try as it *does* give an immediate 1 PQ bonus as soon as you colonize any
Well, I can kick it off with my tiny strats. Pretty simple really. I go for rare planets and ctrl+n until I start in a sector with earth at 20 pq plus one more planet (whether in another star system in that sector or Sol IV or V being inhabitable). The tiny maso (5x Incredible) I'm playing right now I actually pulled off 3 planets in my starting sector on like the 3rd ctrl+n. The Yor have 2 star systems and everyone else has one. My starting picks are typically all econ and research, maybe some
The AI wouldn't necessarily have to use them, it could just keep on doing what it does.
*kneels at the Staffa temple built on my home planet* "Please, oh great one, impart wisdom upon me that I may better slaughter my foes"
That reminds me... I'd love to see the ability to take penalties in order to increase the number of bonuses you can take.... E.g. I've decided to be a total pacifist so I do -50% hitpoints so that I can afford another 30% diplomacy...the possibilities are endless. Or alternatively you could go -40% diplomacy, -40% moral, -20% pop growth, etc. etc. and then be the biggest warmonger ever, with max bonuses to weapons, defense, hit points, and soldiering. Opens up the possibility
Heh, for a second there I thought I must be doing something terribly, terribly wrong. Then I realized that you probably just play the sane map sizes :)
Yeah, I discovered in my current crippling how important it is to keep the AIs at war with each other. This leads me to ask what funding % people use for military/social/research in the very, very early game (at maso difficulty on larger maps - the game is quite different for the small ones). I've had success on crippling with something like 80/0/20 to start to pump out those colony ships, moving to 60/0/40 in the later expansion phase and 0/50/50 or 0/60/40 (maybe 10/50/40)as soon as I've claim