Oh yeah... cheers, I couldnt find it again! Anyway, I forgot it was a production modifier!
Spearthrower
Yeah this event generally causes a lot of people to get frustrated. Normally the AI finds it tougher than the human to fully exploit this event, so the player snatches a large number of planets - bear in mind that all the class 0 planets become PQ 13!!! thats a lot of planets up for grabs. I only had it happen twice and both times I was already in the lead so it wasn't a major effect.... but it can seriously destabilise any galactic balance
And Spore... deary me. It's been in development for YEARS, and all we've got is a bit of promo and a whole lot of 'it will be the bestzor!!!!1' from THE DEVELOPER. I'll wait on some actual results before I judge Being in development for years is not a bad thing in my books! <img src="http://images.s
I think I read that in the next patch there will be a new intermediary number.... 75% will also add a multiplier. I better go and check that because I might be mistaken.
They should be in the tab next to hulls - called Extras. You don't need to research anything. *stops milliseconds before hitting submit* Hmm thinking about it, maybe it's a problem with some of the tech descriptions - some of them seem to indicate that they open up new parts. Maybe that's some left over text from a design change. In my game, the jewellery I get at the start of the game is the same as I have if I research the entire tree
Is it research? Hmmm, I thought it was morale!!! I imagined all the people were happy to see the pretty sky! hehe Moons also give a small production bonus (10%?). You should be able to see the effect in either summary or details tabs at the bottom of the city screen.
Yes you do! It's especially important if you play in a very small galaxy or a medium one with rare suns, planets and habitable planets as you really need the boost then. On those settings, I tend to have only 1 or 2 worlds of my own and will normally put 4 econ starbases around. On a gigantic map, I focus first on the prime planets, getting 2 starbases up to cover as many in the system and neighbouring systems as possible.... then slowly work down the
I do both. Make economic worlds - usually High PQ worlds get specialised to either income or research, especially if they have bonuses to morale or even food. These get a mimimum of 1 farm, maybe more depending on their size and my other morale sources. Every planet over PQ9 gets a farm and an entertainment centre. The reason is 2 fold. 1) Because I want more population and therefore more influence and tax. 2) Because it makes it
Oh my god, what an arrogant wanker! And the moral of this story is - please people remind me of this in the future! Never argue with idiots, first they pull you down to their level, then they beat you with their experience!
It's great in concept.... and it follows the basic idea I have for an empire management game.... but it would take an awful lot of work. Eventually people would be saying - hey, there's only 3 possible outcomes for each of the first decisions, you need to put in more.... And so on. Basically it's great but a huge huge project.
To include things like Asteroid fields and Nebulas would be... just ridiculous if they took up more than 1 square. At least, from the perspective of anything vaguely resembling reality. Hehe why not? Planets and ships both take up 1 square...... all the things in this game have very little to do with
It's definitely recommended to make your own ships. You can specialise them to their roles and you can make them much more powerful than the core ones available. Compare the initial scout ship to a cargo hull with all engines and sensors. The scouting radius and speed of one player designed ship makes up for maybe 10+ of the core ones. Even if you can't be bothered to make them look nice, it's still worth designing your own to tak
Yeah if it works as Benjamin said, bypassing all the ships in orbit, then its a bug. Probably such an important bug that it needs to be sent to Stardock! Well spotted!
There is such a game coming.... in fact, the scope is vastly greater than that!! In the game Spore, you start as a really basic blob in the organic soup of life (pacman-ish). Eating things lets you gain experience and lay an egg. The egg lets you build new adaptations to allow you to eat more things and defend against others. This happens until you reach a critical size where the game becomes 3d. Here is the same deal except you
Yeah, I definitely read quite a few responses from the devs that they didnt really like the idea of either cloaking or minefields. I also dont like the idea of jumpgates etc. The whole backstory of Gal Civ kind of makes them obsolete.
Link You can add both logistic and miniaturization to the ability list on customization Don't know if Interest Rates, Crime, Cabinet, or Goverment do anything ingame but they could be added... I might just make a new thread detailing the steps if it's needed Either Syneris is getting c
It's definitely not in the game which surprised me when I started playing.... I kept looking for it!! The one thing though if they do put it in is it needs to take into account potential exploits. Anyone remember in Civ 3 how you could offer massive gold per turn for enemy techs then declare war straight away basically meaning you got everything a
Rly? Please tell me how I can transfer saved ship designs from one game to another? I've been bummed out because I spend a huge amount of time making these ships and I can't reuse them after one game. Um..... it's already in the game..... long ago as you can see from the date of the last p
asteroid fields are rather tiny things on a galactic scale, even if they made up the entire orbit of a star they are still pretty tiny considering the galaxy sizes. Gas nebulas and such are really the only things large enough to really fit on the map in a meaningful way. Sometimes absolute realism do
personally I don't like the idea of chokepoints, space is open and any obstacle can be easily circumvented, unlike in a civ type game where there are mountains and such You are right in terms of realism. In space you could just as easily go over as go round.... but given the limitations of the game a
Missed a point to my asteroid field idea and it wont let me edit it. Asteroid fields would also effectively block routes but would be scripted never to block someone in. This means that a possible scenario is that you are playing in the corner and have two asteroid fields loosely surrounding your sectors. You have a choke point. You can put a military starbase in the gap between the asteroid fields and become a defensive kingdom. The Ai would need to understand that (they already unde
I personally don't see any point playing on any difficulty above cakewalk. the bonus points you get as you increase difficulty is not enough compared to the increased difficulty. Its like on Freespace 2, the points you get per kill and mission is based on your difficulty level, but i have learnt that the bonus point
Congratulations! I have a custom diplomacy race.... the Diplosquirrels! They'll trade the nuts off you!
I've been thinking a lot about terrain features. I suggest these: Asteroid fields. These are impassable to everything except tiny ships. They are spawned at the start of the map and form (player option) x% of the map.... they're scripted to generally form in long thin clumps, not just appear at random in different tiles. This gives the possibility of a tiny fighter, guerilla warfare tactic both for harrassing deep behind enemy lin
I agree with the consensus that it you dislike their actions, you declare war on them. It would be nice to threaten them, but as that's not an option right now, let's look at the current system. If a Major race AI starts dropping influence bases near your planets, they are doing so for a reason. It is probably very likely that they have a military advantage over you and have had bad relations ongoing for some time. Threatening them probably