Evil Council Vote

Most of the time when the council meets, you get questions that offer little perks when you win and it's fun. However, I encountered a nasty one that ruined my game. It was a new game I had invested a couple hours into.

The vote is for restricting survey. I lost the vote and on the next turn, all of my ships that were happily auto-surveying anomolies reported they could not find any more. I had only explored about a tenth of the universe so there were still lots of them. It wasn't a range issue because I had just added several Advanced Support modules to all my survey ships. It's like that vote broke something. I don't know if that's what's supposed to happen, but either way, I feel that question should not be in the game. Losing auto-survey really irritated me. Games are supposed to be fun, not irritating. That one ended up in the recycle bin.
14,363 views 14 replies
Reply #1 Top
Worst one for me was playing as the Korx... decided to give trading a go and picked my choices accordingly. Chose evil on my ethics for role playing purposes then next turn the "limit evil races to 2 trade routes" came up... Arghhh!!!!

You can leave the GC if you really don't like what they do but as a side effect you cannot trade...

Restart.
Reply #2 Top
Losing auto-survey really irritated me

Well, you shouldn't rely too much on anomalies. And don't forget that building a starbase has an effect on influence and space owned
Reply #3 Top
I've seen that vote on restricting surveying to your own or unexplored territory late in the game after all the anomalies were gone.

I'm like you -- survey a lot -- personally would just have left the GC but then again I don't make freighters myself and value trade routes very little. Actually I think i'ld sort of like to have that happen on the 1st vote sometime and see how it works out going rogue.
Reply #4 Top
The Korx thing is goofy. They have built in trade bonuses, but start out evil. I've tried using them as a "merchant" race, IE even more trade bonuses, but it's hard because you also need to get enough good ethic choices to go neutral. And i've had the same thing happen.

Doesn't matter much, cause trade is a joke for gathering making money. You'd need +600% to make it worth while.
Reply #5 Top
@gallagher118

Totally agree. Apart from that once I go for Ethics ASAP and choose Neutral for them. Trade is still useless on Meduim maps and above, the revenue from planets is just so much higher... and on small and tiny maps everyone tends to go to war before the trade starts to kick in.

All in all trade sucks.

Reply #6 Top
I usually pull in an extra 1000-1500bc per turn with 12 trade routes by around the year 2227. Not exactly a waste if you ask me.



Reply #7 Top
@Moosetek13
This is going off topic but...Believe me I've tried... took all extra trading options, got the trading wonders, got a huge 100M pop planet in one corner, littered the route with maxed out econ bases, had trade routes into a big pop planet in the diagonally opposite corner... and my conclusion was... it just wasn't worth the effort! Too much micro management and concerns about keeping relations with all civs along the route.

1000-1500bc is only 4 decent econ planets. On Medium maps with everything abundant it just isn't worth the effort/constructors. But I guess it depends on style. It just takes too long for an aggressive player like me. Those econ bases and freighters give too many soft targets to my (many) enemies. I keep good relations in other ways... (better military seems to keep the wimps on-side). Personally I used to love trade in GalCiv1, however to me it has been nerfed too much for 2.


Reply #8 Top
In my current game, I've had two really bad UP council votes not go my way. First was a vote limiting starbase modules to just 4 - for the rest of the game! Then, the next council vote was to limit starbase modules to just 2! That last one was for a limited time, and should be gone in a year or two of game time. I'm hoping when it does, a bug in the code will remove the other as well.
Reply #9 Top
Welcome to not always getting your way. I had the trade route restriction in a game, but I wasn't evil so it didn't effect me. The starbase one would really hurt me in my current game since I'm only a small portion of the galaxy and have been hounded by the Altarians and their blackmailing ways.
Reply #10 Top
Well, it's really up to the designers how much they are going to hammer the players with penalties. I don't believe in that sort of thing because *I'm the player* and I should get goodies or nothing, not get screwed, that's not fun.

Problem with leaving the council is those trade routes get you over that hump early in the game when building costs more than you're making. The same is true for the auto-survey cash. However, once the game is a few years old, trade routes and anomolies are not all that significant compared to your normal economy. In that case, getting hammered by the council on that stuff is not an issue.

Next time I lose that question early in a game, I'll immediately go back to a previous save. Those questions are random and you won't get the same ones if you reload a game. That again just demonstates why questions like that shouldn't be in the game. I'm not going to let the game screw me like that so why do it in the first place.
Reply #11 Top
The starbase module vote doesn't come up that early in most of my games. And by the time it does I usually have my resource starbases fully loaded up, because I concentrate on building only constructors until that is accomplished.

The only exception is a single world churning out survey ships (which I usually buy before they are fully built) to snag anomolies as early as possible. So I very seldom see the restricted survey vote while anomolies are still present in the galaxy.
Reply #12 Top
I finally left the UP in one of my games (in part, I'll admit, just to see what would happen) after the UP voted to make everyone use Republic or Democracy after I had already switched my entire economy and everything over to Federation. The sudden collapse in my economy and production was immensely larger than my (actually reasonably significant) trade income, so I told 'em all to sod off and switched back to being a Federation.
Reply #13 Top
I always vote for imperial change. If i can win it, i then leave the UP. It's funny cause most of the time the AIs are like chuckling that they're hosing you since you're the only one enjoying a star democracy, and then bang, they're locked out for another year or two and you're enjoying the econ bonuses.