The AI civs play the game like thugs, demanding tribute of anyone weaker than them, although the good civs often ask nicely. The key is never give in. Tell them to go to hell. The chances are that that civ is threatening loads of the other civs too and has become widely hated. If you hate that civ, everyone who also hates that civ will become you're friends. Never fails.
Cliffracer Slayer
Isn't hyperspace another universe?
If stargates are'nt wormholes then they have to be instantaneous beacause there is no where for a ship to go and travel other than another universe, only possible through a wormhole. It isn't that you're leaving space just that you've modified the "rules" to make two points next to one another in this universe. A charge up perioud is possible but I'm not sure it would be distance related. Consider this..... While the ships are carrying out some of their journey a stargate is charging
How could stargates not be instantanious? According to the game designers stargates function by taking advantage of some flaw in space/time to bend the usual rules of distance and time. If you're bending the rules to directly link up two remote points in space/time, ie two stargates then unless you're going to enter another universe it's not possible to spend time between the stargates. I'd imagine the stargate takes some time to create the link-up in the first place though.
Fundies tend only to attack evil civilizations who aren't very succesful or have low morale in my experiance. Is it possible for the fundies to resurface if their conquered?
Stargates don't take into account the distance between two systems and hyperdrives do. Over long distances this might still be worth it.
How could stargates be slower than hyperdrive?
According to the storyline of the game all the major races tore down their stargates. Having a means to teleport from one system to another could instantantly might sometimes be worth the price tag so why can't you build stargates in systems under your control.
I think that you shouldn't be able to load more than 100 million into a colony ship. The whole unlimited colonists thing is just plain wierd. If you consider how much food, air, water and space a million colonists is going to require it's hardely likely that a ship as cheap as a colony ship is going to be able to support 1000 million colonists.
I think that the AI should decomision ships too. It would stop the "poison gift" scenario of giving enemies free ships and would stop AI players expecially minors from clogging up systems with useless ships. They're also needs to be some kind of relitivly cheap defense satalites that have no mobility but a powerful defense, a sort of improved late game battleaxe to offset the power of stuff like overlords.
The alien homeworld in galactic civilization don't appear to be fixed. Often planets that are newly colonised by aliens seem to become their homeworlds. Even with the new patch this isn't fixed. I think that alien homeworld should be named according the the civilizations that inhabit them (fully custumisable by the player at the start of the game). Toria, Drenginia, Arcea and so on.
I think precurser corvettes should be scrapped.
I just scrap them LOL LOL LOL LOL
AI's do have political parties and elections beacause sometimes you recieve so and so has lost control of the senate. I do wish that there was some way of telling how the aliens political parties are at current (for interest value more than game play).
You can be both a freedom fighter and a terrorist. Freedom fighter is what you are and terrorist is your occupation. ie terrorism is your method and freedom your goal.
Why did they restrict minors to one sector and then get rid of it?
Minors are there to add variety to the game and to provide 'safe' civilizations that you don't have to fear winning the game.
You need to be of a good alignment.
Is it really 200 bc per starbase I thought it was 20 bc. 200 is just too extreme.
I liked the minors as they were before the last patch limited in size to one sector but not prevented from developing wonders and trade goods. The only thing that needed to be changed was the fact they caried on building colony ships long after their sector was colonised. Perhaps on very large galaxies minors should be able to expand into the adjacent sectors but only so far. Perhaps that's how it works now since I haven't played a normal-sized game with the patch yet.
Why shouldn't the minors be able to build trade goods and wonders? Great works of science and culture were often achieved by small but wealthy Italian city states. I do think that minors should be limited in expansion based on the size of the current galaxy but I don't think that they shouldn't be able to build wonders and trade goods. If the majors are too busy killing eachother to build them then tough.
In the last galactic civ expansion pack the minors were restricted to their home sectors. But the new expansion pack seems to allow them to expand beyond their sector again. Is this just a feuture of maps larger than normal, to help minors survive of ridiculously big maps.
Perhaps you should gain reports on planetery improvements destroyed by your pet terrorists and rioters in the destabalised civ.
Except that if you had influence set borders then a lot of civs wouldn't be move ships out of their home systems (including all minors). Nobody can really claim to own deep space anyway since nobody lives there and facilities such as starbases only cover a tiny amount of space. If I had my way sector ownership would go along with cultural defection.
In my game the U.P law has just been passed a law banning all attacks on freighters (even by minor races). I've now started placing freighters in the middle of Drengin and Venge fleet formations their immunity to attack making up for their limited veiwing range. It's proving rather succesful and more than makes up for my inability to attack the trading routes of my enemies.