It's likely calculated as a defensive "bonus", but if your defense is 0, then naturally multiplying anything by 0 results in 0.
Pyrion
If it passes within the influence range of your econ starbase with the appropriate modules, yep. I've done that in several games. Totally awesome if you're the civ in the middle of the map, you can just plop econ starbases all over your territory and make bank on the inevitable traderoutes criscrossing your space.
I wish I could do that to my planets. Then the AI wouldn't know where to send their excess transports.
You know, it figures that as long as the first and last letters are in the right places, you won't even notice the spelling errors unless you're specifically looking for them.
That's strange. I was Close with the Terrans and Wary with the Yor yet I still couldn't ally myself with the Terrans for that excuse I needed to neutralize the Yor threat. Had Alliances and even gifted the Alliances tech to the Terrans to try to pull it off. I ended up just declaring war against the Yor after they devoured the Terrans. But still, it would've been far more enjoyable to fight with an ally. Especially to stab him in the back af
I've noticed that on challenging difficulty, the Torians and Altarians are always the two powers that manage to whup everyone's butts, especially the Drengin. The Drengin are practically a multi-planet minor race on anything less than Tough, which is a damn shame. Same goes for the Terrans. Even then I find it damn strange that the supposedly "peaceful" Torians and Altarians are the hyperexpansionists.
What would otherwise be nice as a mod/expansion is some means of harvesting usable resources from otherwise uninhabited (class 0) planets. I mean it stands to reason that if I have all these devoid-of-habitation worlds in my grasp that I can actually use them for something? Like maybe building a starbase "on" them to lay claim to them and harvest them for some paltry amount of income or something. Would also make the mid-to-late g
I got this some time ago from the Arceans. https://forums.galciv2.com/index.aspx?ForumID=346&AID=105398
Probably to counter a cheese tactic involving leaving just enough room on your battleships for a troop module. I made that mistake once. Blew a beautiful 1500bc battlebarge thanks to its troop module. I ended up screaming for a good two minutes "where the hell did my ship go?!??!?!"
I'm tied between Altarian and Yor styles.
It doesn't work in some cases. I once used something greater than 512x512 (may have been that it wasn't a multiple of 16, but it was still square, lol) and when I tried to load it in the custom screen, the interface disappeared on one half of the screen. Still though, multiples of 16 all the way up to 2048x2048 I would assume, since the aforementioned res is the limit for textures on most 3d accelerators afaik.
Quite right. If you're feeling especially paranoid, station single ships (or more ideally, entire fleets) a parsec apart from each around your worlds so as to tempt fate from any idiot that would attempt to charge your fortifications.
Modify it such that it only notifies you of a war between two powers if you are aware of the existence of both two powers. If you know of neither, you're only told something intentionally vague like "rumors abound of a great war between two empires". If you only know of one, then you're only told of that one's conflict with another galactic power. I mean it makes no sense to be told that the Terran Alliance has gone to war with th
Ah yes. Allying with a minor race. That's the one-step solution to a boring game where nobody tries to piss you off.
I've found that if you wait a minute or so after the turn button disappears, the turn completes normally. Use the time to go get some coffee or take a piss break or something...
It should (that's what the description says) but it doesn't.
Then why is there a tutorial mode setting in the prefs.ini? Or does it just not do anything?
It'd actually be rather nice if decommissioning colony ships did something to your alignment, as you are effectively spacing those colonists.
This is also why there is a repair racial ability.
No. The idea though is the more points you waste on engines, the less you'll have for weapons. For harassment it works pretty well, but harassing the enemy won't necessarily win you the war. Furthermore, the more points you put into raw speed, the less you'll have in range. Doesn't matter much in small galaxies but I predominantly play Gigantic so range is far more of a limiting factor.
Yeah I've found I fare far better with swarms of fighters against the Dread Lords than with large capital ships, especially with high logistics and multiple fleets. I've still lost fleets to them, but I'm often pumping out enough fighters to create new fleets to effectively zergrush them. Bear in mind, there's one thing numerous fleets of inexpensive fighters can do that huge hulls cannot: be at several places at once. If you're sticking wit
Them's the breaks. In order for Stardock to actually be able to reliably confirm that you are who you say you are, you have to log in to your Stardock account in order to access your license. It's actually not nearly as restrictive as you think it is, as regardless of how you legally got the game, you still use SDC to download the updates.
So here I was minding my own business in my own little corner of the galaxy and vega pops in and lets me know how nice I am. Not that nice, apparently.
This one's cropped up with the latest patch. I reported this in the "known issues" thread, but felt this needed a bit more exposure and info, as it's a game-breaker for me. Basically, regardless of whatever I set in the options, the game appears to have auto-turn and skip remaining automoves enabled. Before, I was perfectly content to just hit the Turn button after I was finished, now it rarely gives me that option. It doesn't even blank o
Got a new issue cropping up with the latest patch. Clicking "Build Ship" while in planet view sometimes triggers an end of turn (as if I clicked the turn button at the lower right). EDIT: Correction, not just with the build ship button. Just trying to close out of the planet window (clicking done) triggers this as well. For the record, enabling/disabling auto turn doesn't seem to have any effect on this behavior.