How about Millitary might based on the cost of building the ship (but only combat ships)?
Omni 11
This might have been said already but one thing I want is the ability to have a ship or fleet escort a tradeship without manualy having to move it each turn.
[quote]A nice thing would be, if not always for the good races the events have the worst outcome, but that the good and the evil have (sometimes) a decison with a positive and a negative effect. [/quote] But evil people are not evil because feel like it, its because it yield the quickist returns. If good dicisions had a better efect than evil, evil players would be good (if that makes any sense).
The pictures don't show up for me! :sniff!: It just has a square with a X at the top right. How can I see them? I have AOL if that matters. Thank you in advance for any help.
Thanks for the help! :D
What does starship quality (shipyard, medical center, etc.) do? Does it help attack, defense, hitpoints, or what? [Message Edited]
The counter is just how far (in turns) the mini freighter is out of the time it takes to complete a circuit. [Message Edited]
[quote]admirals have a limited lifespan[/quote] Maybe you could increases this with techs like virus elimination.
Mabey in galciv II we can build solar colonys so all that influence doesn't go to waste.
AngleWyrm[quote] The campaign/scenario pre-info screen, where it's supposed to say what the scenario is about and victory conditions, is usually blank. It came up with text once out of twenty, although I don't remember what I did differently to get that. The victory screen at end of scenario has text tho. [/quote] Same thing happens to me.
Perhaps they had the +3 trade routes ability.
If there is fleet combat then how about having admirals, commanders, and captains (also generals for ground combat) that command your forces when you are not actively commanding them and give bonuses to the forces they control. If you have low morale and loyalty then they could mutiny. Also, since anstroids couldn't cover an entire square they could be in the fleet combat. [quote]3. For those who want REAL micromanagement, a resource/supply logistical spin to the game. IE: som
How about each planet having resources that are needed for certain ships/buildings and/or provide production, research, etc. bonuses. The resources could ether all go to all of your planets or you might have to set up trade routes between your own systems (that don't produce income) creating a "trade network" type of thing (I am not sure about this because it might make it to difficult to defend your trade routes and "trade network"). And perhaps you if you have a trade route you can trade resou
I like econ. research and morale. :)
I also think that Starbases should have more defence because of the major role they have in the game. It is balanced in the early stages of the game but later it is so hard to defend them all.