Just a thought, even if using gates is slower and more expensive that hyper-drive, could it not be a way of getting from point to point without crossing the intervening space, this could be very valuable if the intervening space were hostile.
Strek
[quote]let's make late game development of new systems a viable option[/quote] Yes, yes, yes. I had the 2 sector PQ boost happen to the Torians, miles away from me so I bought some (ruinously expensive) colony ships from the Torians and grabbed the fresh planets (are those green guys dumb or what?). But once more I had the problem of distributing production so something got built in the new worlds without wasting a huge amount in all my established worlds. The only so
[quote]No, my understanding is they couldn't find a way to get the a.i to do those intelligently, and Stardock tries to avoid micromanaging.[/quote] Maybe, but the status quo is a compromise too far, I often have the situation where all my planets have pretty much all the infrastructure they need so I have social spending set way low or off, I then capture a planet with virtually no infrastructure so I have 2 choices: 1) leave the settings as they are and pay for each building
[quote]you will NEVER get any "Lucky Ranger" without luck[/quote] I never bother with the Luck ability but I get the occasional free Ranger, PQ events and all sorts of good things. I've looked in a few of the configuration files and as stated before, the only place I found that the luck ability mentioned is in the Invasion tactic files (This applies to 1.13, I really should get the latest one!)
Ho Hum, here I am at work a bit bored so as a service to you all I've translated the above messages from Ministry of One: "Well newbie, Ally like hell, trade like hell & culture bomb like a christan from 600AD, but learn the tech tree & what the AI's research first and then check out the http://www.galciv.com/forum.asp?BID=GS&id=119672 for its how I started play'n maso.. Ministry of One" And from Elrikk "What is this ? Some kind of strange c
[quote]Somehow, that just doesn't add up...[/quote] Don't forget there are 10 types of people in the world, those who understand binary, and those who don't.
Dave from Oxted, Surrey: A village about 20 miles to the south of London (UK)
Please note these comments apply to Version 1.13 - if it's all wrong for later versions - tough. [quote]Every rock I've ever landed on had a ship in it, and I never used the Luck ability. So I don't think that's it.[/quote] You're right there, every lump of rock does contain a ship, but the best you'll get is a battle axe. As far as I can tell the only place that luck has any real effect is in planetary invasion, and then NOT for conventional tactics but only on
[quote]your pet terrorists [/quote] How dare you, terrorists indeed! they're freedom fighters, and don't you forget it or they may come and visit you early one morning for a spot of 're-education';)
[quote]In one of mine, I didn't get the eyes of the universe so I put in place a detection grid.[/quote] I tend to put these in even if I do have the Eyes of the Universe. A sensor drone in a corner of every other sector gives full overlapping coverage, also if I get attacked the AI seems to waste a few turns trashing the sensors, which gives me time to muster my forces where they're needed and to step up military production. I tend to play on the smaller maps (8x8 or 12x12) so I do
[quote]I dont like the idea of building up military and social production points.[/quote] I agree, it would be even worse for wonders, all you or the AI would have to do is have a planet divert production then as soon as a wonder is available, bang, it's built. If it could the AI would probably use this tactic a lot.
It's odd, sometimes if you list the star sytems by influence you get empty systems quite high up the list. I was able to turn one game around just by settling on a cruddy PQ14 in a unpopulated star system which for some reason had high influence.
[quote]With regards Venus' heavy atmosphere, I'm assuming we would be able to terraform it to reverse the greenhouse effect (somehow!), which would reduce the surface temperature to bearable levels[/quote] Certainly, but on a very long timescale, geological systems take ages to respond to external stimuli, for example Scotland is still moving up and the south of England is dropping as the landmass recovers from the loss of the weight of the icesheet from the last Ice age, so how the Venusian
[quote]I do wonder sometimes how the Yor actually USE those Aphrodisiacs that I sell them...[/quote] Trust me on this, YOU DON'T WANT TO KNOW!
[quote]Venus would probably be a better candidate than Mars.[/quote] With no magnetic field*, hence little natural solar radiation protection Venus would be bad news for anything with genes. Venus is nasty, sulphuric acid clouds, atmosphere at 90x the pressure you're used to, a surface temperature which is greater than Mercury, but with the clouds you wont get much of a tan. Also with its s-l-o-w rotation each Venusian day is 243 times longer that an earth day, so an
Damn, you mean the precursor event that happened yesterday turning Saturn into a PQ17, and Sol V and Sol VI into PQ20s (Strange how we missed them!) couldn't happen. Pity, I was rather looking forward to moving to the improved Mars (PQ29)
[quote]Keep your morale up and you will not lose elections. [/quote] did I say if I loose an election, my people would never consider electing anyone but me, even if they tried I use Diebold voting machines, so the result is clear long before the election!
As each factions abilities can be created by using the point picks, the first thing I did was to see if all the factions benefits were equal, they are not! I can't remember the figures (this applies to 1.13) but the Techs were the worst, their abilities were only worth about 3.5 points, The Pacfists and Populists are the best with 5 points worth, all the others have the equivilent of 4 points. As to which one to choose, I always select the one I can live without because if you
It's you, or rather it's the luck of the draw. Generally whichever civ gets most of the best planets, will (at least initially) dominate regardless of alignment.
[quote]Don't forget that when you invade, you wipe out the ENTIRE taxpaying population of the planet[/quote] I always thought that was a little odd. A while back I attacked a system with 3 planets each with about 30 billon population, I needed about 30 combat transports to get through, so there must have been about 250,000,000,000 casualties. ==== N E W S L I N E ==== 17th Aug 2207 "We take you now to the newly captured planet of Flibertywidgit." "Thank you J
[quote]I suppose you only capture the license. [/quote] Odd, I would have thought that when I captured the planet, the factory would be included. But I suppose some of the highly trained staff at the factory may have got slightly damaged during the planets assimilation. (:(
They can be used in peace bargains, "I'll stop hitting you if you give me starbases x, y & z" sort of thing, I've grabbed a few like this. I've given up worrying about grabbing resources at the start of the game as the AI can always churn out constructors long before I can, however it normally only takes a few years for a nice war to erupt or a handy space shark to free up a few resources, then I pounce. :D
RL is overated
[quote]Not all member(provinces in this case) are treated equally when it come to funding (taxes collected from the whole for distribution to the many) from on High. [/quote] The taxation gathered from most planets does not cover their spending, trade subsidises all the planets anyway. What's needed here (You Americans are going to love this) is a form of communisum, viz: "From each according to their abilities to each according to their needs" Now I'm off to hide unde
[quote] It would be more interesting/difficult/challenging if you only had an idea of what the chices would do to alignment.[/quote] Yes, for example the worm critters that currently increase the PQ if you take the evil option, I would have it so sometimes their rotting carcasses actually decrease PQ. I think the neatest solution is for each situation the computer should pick 3 from a dozen or so options and (within reasonable parameters) randomize the outcomes of each, this would m