effects actually affected ships in them (nebula effects scanning, etc...). Paul.
Solitair
defense buildings add x5, advanced missile bases add x10). The choice of using tiles on the planet to increase defense instead of food, research or production is then up to the player. Paul.
tomorrow, but at the cost of social change in their society. To suggest otherwise is just not real. Paul.
empire's entire research for a few years just to look at the concept of slavery? No, but it might take them to actually look at the implementation of it. paul.
though and maybe this slight difficulty is good because you'll never be quite sure of the PQ till you conquer it. Paul.
d especially like to see some form of feedback. Paul.
D> I like these suggestions, as they would be easier to implement and deal with the fundamental problem just as well. Paul.
milar. Something that protects the minor without having to enter a formal alliance. Paul.
clares war on the minor to also declare war on the major. Paul.
I spent my entire weekend in work, thanks to a Friday afternoon meeting! Paul.
anets, as you could capture another planet without wiping out the population. Just imaging the possibilities for influence, culture, rebellion, garrisons, morality. Paul.
Thanks all for you comments. I think we all would like to see the game change in different ways, and have different ideas of what would make the game better for us. Paul.
that many excess troops, so when the transport leaves the troop level on the planet is still at x%. This way there is no micromanagement or delay in troop levels. paul.
military build rate, lower experience. Paul.
ns between them. Paul.
Looking excellent Brad. Good luck with the San Fran demos next week! Paul.
GC1, only those transports needed to win the battel were used up. Paul.
have to do Y. You also then have the whole weekend to muse over the problems before the crunch meetings where you need to suggest solutions. Paul.
Excellent work! Paul.
ologies/wonders you deside to implement should help determine the government. Paul.
r> Only at the very very hardest levels. This was more a maso-challenge behaviour in GC1 than a change across all the difficulty levels. Paul.
ficulty could be set by changing the difficulty of the game (modifiers, effects) seperately from the difficulty of the AI. paul.
pport of an attacked ally. Good change to morality. Paul.