If the patch is in QA, and it's delayed, it's probably for a good reason. I'd much rather get a rock solid patch, than what some other unmentionable companies release, where more bugs are introduced than fixed. As to Duke Nukem Forever... You guys have that wrong. The games actual title was Duke Nukem. The forever part was purely set for expectations. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmid
Motley_Jester
Dolash- There's something else to consider... Do the planets have the re-education building on them? The one that keeps a planet from revolting? That'll do it, I beleive.
Or gather moral resources, or, almost always the problem, remove all the farms you're building. Or build an appropriate ratio of farms to entertainment. Or, if you're good with research, pop down the entertainment tree. It gives straight bonuses, plus the upgraded buildings.
Gmjapan- The commerce raider is a mixed result. If you're playing a war game, or don't mind ticking off some races, it can be effective. Works best when combined with an early eyes of the universe. I'm not sure if the galactic guide book works well with it, as I haven't had a chance to experiment to see if getting the survey module for free gives the sensor boost with it. As to the victory ship starbase killer, yeah it's one of my fa
Cargo hulls can make incredibly good, and relatively cheap, commerce raiders. The one HP doesn't matter when you spend all of your space on engines and one pop-gun. Sensors are a to taste kind of spice, but in general I find plunking a SWACs type hull in the area of operations, and using a few raiders is a handy way to cheaply kill off trade routes. If there's anything around that can threaten you, you can either out run it in retreat, or run circle