Read the book of Leviticus and it directly states what i am saying. Strange, I would have thought that the new testament was more important to christians than old testament. And in John 8,1-11, we have Jesus forgiving an alduterous woman. So which is more important for a christian: stoning the alduterous wo
Peace Phoenix
However - in reply to O G San and anyone who wants a European defense - When an American looks down at the homeless person on the street they think: "Good thing that isn't me, and thus it's not my problem." When a European looks down at the homeless person on the street they think: "That could be me somed
Heck, in France the movie, "The Passion..." is banned What do you mean with this sentence? I live in France and I can tell you that "The Passion ..." is currently in various theaters.
[quote]Does a starbase (with trade modules) help freighters stopping in the same sector or only ones that go throgh it?[/quote] Not sure to really understand the question: trade modules of a starbase increase the income that came from a mini-freighter (on a established trade route) that is in the same sector. And mini-freighter can't be stopped. And if you haven't any trade route, you won't have any income from trade.
[quote]Remember the alien Starbase name[/quote] You can also rename the alien starbase :). Much easier than remember a number
[quote]And here is the problem - planet quality 24, population of 12 000 , moral 70, taxes 18% and it gives me ONLY 21money!!! [/quote] I know it is a silly question, but what is your governement? When you say it gives you only 21BC, is it the income mentionned on the planetary screen?
[quote]I typically do not milk population and win as soon as i can. is this a mistake in scorinf strategy?[/quote] I guess it depends what you want to achieve. If you want to climb in the metaverse ranking, there isn't any point in gaining few Mpts per submit: spending time to gain 10% in score when you could have submit another game isn't really worth the trouble
[quote]Actually i've never managed to get an Alliance yet. [/quote] Giving tech, or BC over 100 months with a great diplomatic skill help a lot to move relation toward close.
[quote]Next, I thought there might have been more things to download. So I did that stardock central thing, and I am unsure if I downloaded anything on that or not.. I think I did, but it said somthing like I couldn't download because I didn't register somewhere.. I think...Was the 1.2 expansion enough? Did I waste my time with stardock central? Did stardock central download anything onto my computer? Did 1.2 already come with all the available updates? Some one please explain to me, I'm very co
[quote]The single, just purchased. I didn't installed any patches.[/quote] That is why I have asked you. You should better intall the latest patch. You could use a traditionnal patch or Stardock Central to patch the game. Both ways are found here http://www.galciv.com/download.asp Have you a foreign version of Galciv? [Message Edited]
[quote]Hello!My GalCiv runs with horrible instability. Usually crashes when I leave the diplomacy screen, is there any solotion? And is there any way to turn out cultural victory (like in the demo)?[/quote] What version are you playing?
I have a question about the training succession game: I see that the Drengin got the Diplo translator. But I wonder how much it would cost (with tech and BC over 100 turns) to acquire the license and when this will considered as a good move since it would ease later diplomacy sessions with ALL AI.
I don't remember to see such a thing in Galactic Civilizations. If it is related to Object Desktop, you aren't in the right forum.
[quote] use 12087 and I can put two starbases next to each other if they are in defferent sectors.[/quote] Doesn't seem to really be a bug: I have understood the 3 parsecs limitation as : all non ressources starbases in the same sector should be distant of at least 3 parsecs.
Theoden, I feel that your post is a bit aggressive. And I don't understand your point: [quote]The Galactic Forum has become a den of three or four people who for some reason have a dislike for empires.[/quote] I don't see this to be true: only this thread is about empire. It isn't the whole Galactic Forum. [quote]If the Galactic Forum isn't big enough for the few outspoken empire haters, maybe we should banish empires to a completely other website.[/quote] I don't see lots o
I have asked: [quote][quote]For those of you who don't grok "scalability", start a game on the largestmap possible, colonize many dozens of planets and try to coordinate theproduction and movement of hundreds of ships, and watch the "fun" beginafter one or two hundred turns. [/quote]Have you an example of a building empire game that haven't scability problems? Civilizations (I, II, III) could be at some time very tedious. [/quote] And in his answer we have: [quote]I have yet
[quote]For those of you who don't grok "scalability", start a game on the largestmap possible, colonize many dozens of planets and try to coordinate theproduction and movement of hundreds of ships, and watch the "fun" beginafter one or two hundred turns.[/quote] Have you an example of a building empire game that haven't scability problems? Civilizations (I, II, III) could be at some time very tedious.
[quote]Using the manpower to aid research or military production is more like it.[/quote] It is the idea behind the special improvements I have mentionned: to be able to reassign the social production manpower [quote]Also, that should not really be micromanageable, to keep it simple: when you are not building any military projects, a percentage of the idle workers gets reassigned to aid in the social production and research, and vice versa. If you don't have any social or milit
[quote]3. Speaking of the minimap: Why do I have to go to my trade screen to see my existing trade routes? Make it another flag for the usual minimap. It’s even more complicated for foreign trade routes now. Just add the ones my spies found out about. [/quote] Could be awful if autopilot destinations are shown. What annoys me when checking AI trades routes in the AI stat screen is that I don't know to which civilization the AI has made trade route. Especially when minor AI are invol
[quote]Regarding the difficulty levels, are Incredible and Masochistic (or Maso) the same? [/quote] If you set all the AI to Incredible intelligence, you will play a Masochistic game.
I know this is a old thread, but [quote]Hey, I'm new to this board, so I don't know if people will be annoyed by reviving a post that's been dead for a month, but what if each planet had a "convert all spending from...to..." button? That way, you have a setting for the whole empire, but individual planets can funnel social production into military, or vice versa. It isn't too much micromanagement, because it would only apply to a few extreme cases where you wanted 0% of one kind of pro
[quote]It doesn't work if you capture a planet with the thing already built, it seems to be the act of completing the build that changes the rating.[/quote] Yes, it is the same for any achievement/wonder/trade goods that have an empire wide bonus: the bonus is given upon completion. It also explains why you won't benefit from achievement/wonder/trade goods when you "obtain" the planet where they are. BUT you will benefit from any improvement that give planet bonuses.
[quote]Just to be sure: is one sector one cell in the grid view of the map?[/quote] To make it simple and avoid misunderstanding, here are the various galaxy sizes in sectors: Tiny : 4x4 Small: 5x5 Medium: 8x8 Large: 12x12 Huge: 16x16 Gigantic: 24x24 [quote]And in what radius do influence modules affect nearby sectors? one sector in each direction?[/quote] The eight surrounding sectors. [Message Edited]
AMM (anti matter missile) are very useful if you want to have a high militray ranking with a low maintenance. A high military ranking avoid AI demanding tribute to you for the reason that you aren't enough worthy to exist. [quote]Which ship should I build - Dreadnougt and Deathknight cost the same to maintain [/quote] Compared to a Deathknight, a Dreadnougth have less hit points (-10), more attack (+2), more defense (+3), more speed (+1), less range (-1) and is cheaper (-200). S
[quote]Don't forget that no planet can grow more than 200M/month. Once you get >3.34B, keeping morale at 100% loses its value (i.e., growth rate is "only" 200M/month) until @ 6.67B, there is no difference.[/quote] This is without any growth bonuses. You could check the following thread for number with growth bonuses. http://www.galciv.com/forum.asp?BID=GS&id=155077#155887