I've also got massively repeated messages (the Yor built six Political Capitals, apparently). Never actually caught them having more than one though, so I think the message might just be crazy.
alexwilber
What's a predicate?
It's deliberate, to stop you saving the game just before a battle, then loading and loading till you win. You could still do this, but you'd lose a turn's production, which is meant to put you off.
Yep, this definitely isn't a bug, it's how the game is designed. Since it annoys people though, they're changing it in 1.1 so that unused social production gets transferred to military,
Yep, on by default for me too.
Double post, sorry.
My badges don't show up. Does anyone know why?
Yep, in the current version, unused social production is wasted and the money goes down the drain. There's actually quite a good design decision why this is the case*, but in fact it leads to loads of micromanagement if you want to optimise your empire - like you say, you'd be better to go round focusing all your planets onto military if they've got no social projects on the go. Anyway, this is changing in V1.1 - unused social production wil
I think Peteman means the Dread Lords campaign. I haven't played it myself, but have heard quite a few people say it's very hard in places. I think there's a level called "Siege" in particular which is meant to be vicious.
Yep, pretty much all the annoyances you describe look to be fixed in V1.1, Brad's gone to considerable lengths to make it more transparent.
I'm pretty sure it's them who's militaristic, not you. Presumably it's randomly determined each game which races are militaristic and which ones aren't, so if all of your opponents are militaristic then you've just been unlucky.
If the turn button disappears, you can just end the following turn by hitting enter, then it should go back to normal.
You do know that the main point of military starbases is to strengthen nearby fighting ships? You can put on attack assist/defense assist modules which will make all your nearby fighting ships _much_ more powerful. (note that you only see the attack bonuses if your ships already have some attack, and similarly for the defense). The only reason military starbases have weapons on themselves is so that it isn't _too_ easy for the ene
I had the same problem, and I couldn't get SDC to show me the non-beta version, even after unchecking the "show pre-release versions" checkbox. What I did was download the 1.0X.010 patch from the downloads link above (it's erroneously called Collector's Edition Bonus Pack for some reason), and install that. That didn't fully work though, but now in SDC it had my version as 1.0X.010. Then I right-clicked on GalCiv II and clicked "Download and archive",
If you go to the details screen for a planet, you can see what starbsae bonuses are affecting it.
Well, you have to remember that each AI can't tell if it's trading with another AI, or with the human player. Frogboy's been quite explicit in saying that the AIs can't differentiate other AIs from the player. So there's no way they'd trade techs for free, cos they wouldn't do that with you.
Well, the first item in mislabelled: even if it appears as the bonus pack, it is the latest 1.0X patch Aha! Ingenious. Okay, I downloaded the "bonus pack", ran it and I'm back to 1.0X.010! Great, thanks!
> what should happen is that the 1.0X version should appear in the right column, allowing to update it. Did you see this? No, it didn't appear. Bummer.
I don't quite understand your suggestion mayito8888 - how can I download the previous version? Do you mean the "Show pre-release versions" checkbox? Even if I untick that, when I tell it to update it seems content that I have the latest version, and doesn't give me an option to go back to a previous version.
Does anyone know how to go back to the pre-beta patch? Unfortunately I didn't have Stardock Central on "auto-archive", so I don't have an archive copy to restore. Also the direct download link on this website doesn't seem to go anywhere useful, it just shows a load of collector's edition content. Anyone have any ideas?
FrogBoy, I'd just like to add myself to the list of people who haven't had any problems with the game, think it's great, and really appreciate the support you provide. It's very frustrating that people assume that because you continue to support the game after release, it must have been unfinished when you released it. It clearly wasn't, judging not least from all the amazing reviews V1.0 got. Compared to just about every other software deve
Yep: Speed is how many squares you can move per turn Sensors is how far you can see Range is the maximum distance away from one of your planets or starbases your ships can go. If you try to send a ship with no life support to the far side of the map, it won't let you (unless you're playing on tiny or something).
Well everyone is being very negative. I think this is an awesome change, I'm very pleased with it. Personally I've never bothered building tiny or small ships, because they're just hopelessly underpowered compared to the larger ships. I think that'll still be the case, but less so, and that's definitely a good thing! Go Brad!
I have to say I don't think colony rushing is as important as people seem to think. In my last game I deliberately set out not to colonize any worlds, apart from the PQ4 one in my home solar system. I played a custom race with big research and diplomacy bonuses, and lurked in the corner doing research and playing the other races off against each other. By using a few economy bases around your homeworld you can make it very productive (I had
Executive Form, the only reason your net income increases when you increase your research spending is because you have less research capacity than factories. If you'd built more research facilities and less factories, it would have been the other way around.