Just another word for cultural influence. ~SDC~
PJ_
I'm sure you could download it again, just like you can with GalCiv. And you could burn it to a CD if you have the equipment (or know someone who does). ~SDC~
Frogboy has said that if you email [email protected] they'll "bend over backwards" to find a way for you to buy it. ~SDC~
Pure good AIs sometimes consider anything below 50 evil. And I'm pretty sure they only tolerate ships in sectors with their planets if they're actually orbiting one of your stars. ~SDC~
The enhanced terraforming techs come after Evolution Control (and there's another high-cost tech after EC you need to get). I've had them installed for several games and never even saw them (and one of those games was Gigantic/Abundant). By the time you get that far in the game victory is a foregone conclusion anyway, so I don't see any harm in people building up their planets if they want to. ~SDC~
Well, were you evil? And more importantly, did "helping out some friends" involve bringing lots of offensive ships into their sectors? They don't like that. ~SDC~
It would be interesting to see if the aliens that picked War Party, for example, also picked other military bonuses. Sentient isn't really the word, but I could definitely see them being designed to pick from one of several play styles at the start and choose bonuses that favor that play style.
I'm not really sure how I would simulate it here. Have that planet's abilities (production, morale) shifted towards the racial abilities of the origin race? Not too significant, since racial abilities usually aren't vastly different from race to race. Maybe a significant portion of the population joining with the invaders (liberators) if the planet is invaded by the race that matches its population. Or how about the possibility of a Torian nationalist movement cropping up. Have some proud T
Nope. I've broken up an alliance before by allying with one of the races and declaring war on the other, but there seems to be a high probability that the two AIs will stick together. (My military power was simply rediculous when I broke up the Altarians and the Torians, and according to the diplomacy screen the Torians were getting 102% of their income from trade with me.)
[quote][quote]entire planet's population magically becomes human.[/quote]Because it's a game. It makes it more fun and gives a new dimension to try to master.[/quote] I'm always dissapointed when games like this magicly make the enemy planet/city you just took consist of your people. If the western portion of my empire is ethnicly Japanese, the eastern portion is ethnicly German, and they were conquered 400 years ago by the Americans in the north, shouldn't there be some social
I believe that he said the reason it wears off is because espionage level is based on your total spending vs. their population, and population tends to increase. So it isn't really the quick disintegration that you would expect.
I think this is what happens when your starbase modules don't have sequential ID numbers. The standard modules (including the ones in the bonus pack) go up to 55. The ones in your mods directory have to be 56, 57, 58, etc.
It'll also get population down. Usually the only reason I want high morale is to be able to support a high population, so I don't ever use this technique. (By the way, it won't do anything if you keep the ships in orbit.)
[quote]Skip Move: I would like a definate button to be able to skip a move and have that ship/fleet taken completely out of the rotation for that turn rather than the way it cycles back and forth to make sure I have gotten all my vessels moved...[/quote] Spacebar [quote]Needs a sentry button or a button to just park one[/quote] S. G if you don't want it to wake up when alien ships pass by. (Still wakes up if you're at war with the alien ship's owner, though)
http://www.wincustomize.com/ [Edit: D'oh! Beat by eleven seconds!] [Message Edited]
Possibly with a fleet? I think when one ship in an attacking fleet is destroyed the next one automaticly steps up.
Ok, let's see how much of this I remember. People do work and earn money. The money that they save is money that is not spent on consumer goods, so there must have been investment (business machinery, increased inventory, etc.) equal in value to what was saved. Money borrowed from a bank is spent, put into someone else's bank account, and lent out again and again. The way my textbook talked about it made it seem like banks could created money out of nothing. Lowering
I'm pretty sure it was the Torians. It didn't really "require" such spending, since I could have built warships and taken their planets. But it was a Huge map, and moving all those ships across it is a pain, so I decided to put all of my money into destabilization and see if I could wipe them out that way.
They take turns damaging each other, so both can't be destroyed.
Money spend on "lab space and time. building theoretical models and all that related stuf" doesn't dissapear, though. It goes to someone, who will spend it somehow. The only time money dissapears from the economy is when someone puts it into a savings account and leaves it there. (This is me speaking as someone who's taken one introductory course in economics and doesn't plan to take another.)
Well, I seem to recall the morale of every planet a race had drop by about 15% per turn when I was spending 4500 bc/turn destabilizing them. (I had nothing left to build but warships, and this turned out to be more effective, since they all flipped to me or the I-League.)
You should very rarely have to use the slider at all. If you've built Entertainment Networks, Multimedia Centers, etc. on your planets and morale is still very low, you probably have your taxes too high. And you don't have to keep all your planets at 100%. I only ever use propaganda on planets in danger of defecting (meaning I've actually gotten the message saying that the planet was about to defect). I usually don't see the I-League in my games, but if they're around then planets with the l
100% morale doubles population growth, which is nice, but more important is the fact that population growth stops when morale is 53% and is negative when morale is less than 50%. (I could be wrong on the exact numbers.) Morale is one of the super-important stats, like population, that's listed on the right hand side of the screen when you just click on the planet. You can also see it in the planet list, and you can even sort the planets by morale, which makes it easy to build morale-bo
What? Why buy it at a store when there's a "Purchase" tab right on the left of this web page? Only $39.95 plus shipping... [Message Edited]
I always get the "Send test failed" message if I press the submit button more than once. I click the OK button and the regular message comes up. (The regular message also has an error code, but it's 0, which is programmer-speak for no error. That can be confusing.) ~SDC~