It says team. I don't know how they were setup to be my teammate but I'll start over I guess. :/
Grokent
Somehow I ended up in a team with the Drengin. I want to attack them but cannot because I am told I have to break my alliance with them before I can attack. In the foreign relations screen I do not get the option to leave the alliance. Every time Drengin go to war with someone they ask for my help and tell me if I say no our alliance will end but it does not even though I've chosen "no" twice now. I can't even offer to go to war with them to another race as the option
Thank you for your responses but you completely missed the topic of my post. To reiterate and make myself more clear... What makes a Flagship unique? I understand that it is a survey ship and can later be upgraded -- thats not my point. My point is what benefits are conveyed to a ship that is given the title of Flagship, and are these benefits if any transferrable to any other ship in the game? Kinda like Heroes in Warcraft III being able to share auras with ot
I could be wrong, I might be missing something significant here but, do flagships have any special properties that make them worth keeping around? Furthermore, what is the point of being able to designate a starbase as a flagship ala Starbase Mobilization? For that matter, how do you even perform that task as I've never seen an option to do so? It would be great if flagships actually conveyed some sort of bonus in combat or morale. Also, if Starbase Mobilization actually meant you could zip
Perhaps I should explain what I meant about taxation and happiness. Build morale boosting infrastructure. The more morale is boosted on your planets, the higher you can set your tax slider. I personally follow a similar strategy that you do Treke. I build a factory, then an entertainment network.. Then I go to my domestic screen and see how high I can raise my taxes while still retaining 100% happiness. If my happiness ever drops below 100% I low
Expanded Governments Mod This simple mod adds two new governments to play, the Expansionists and the Xenophobes. Both work and play as intended. Manifest Destiny: Xenophobes: If anyone can host the file for me I'd greatly appreciate it. Otherwise e-mail me and I will give you a link to a private server.
-edit- Completed list (phew... it wasn't that hard after all) Hey all, I just parsed the PlanetImprovements.xml file for different abilities and came up with this "short list" of options. I say short list because it appears incomplete and may take some testing to fill out completely. Ability Type 1 = Ship Weapons Ability Type 2 = Ship Defense Ability Type 3 = Ship Speed Ability Type 4 = Morale Abil
I too am curious if colonists on transports pay taxes without any affect on their homeworlds morale. I've never toyed with this idea.
Zagadka60, if you e-mailed me one of your game saves I'd be happy to check it out and see if I can make some suggestions as to how I would have structured differently. I'd be willing to do this for anyone who seems to have trouble economically. My e-mail address is my username (minus the citizen part) at gmail.
A suggestion for you Great Mirror. You should try a custom map. Two of my favorite maps so far are Destiny and Domination. Try them with 4 opponents and see how your game goes. I'm still no good at random maps because you never know how hard you should try to expand. I usually end up with 3 fantastic planets, but I overextend myself and end up getting taken out militarily.
Perhaps you should try investing in the planet quality ability. That way if you do get stuck with a class 7 or 8 planet there is a better chance you'll get a resource bonus.
If you increase happiness you can increase your tax rate. After your Factory and Xeno Lab, try building an entertainment network. Once your entertainment network is built, check your slider panel and increase your taxes. Try to keep your happiness between 55-80% at all times. (these numbers are just a good range to manage between). My build order looks something like this. Factory Lab Entertainment Market Farm If my planet has food or approval bonus
Ya, I'm going to go for one more win on Normal then up the difficulty. Gonna try and get something other than cultural victory this time.
((Disclaimer -- I am a noob. While my ideas may not coincide with your own, I'd rather you share yours here than criticize my own. Please post your strategies an tips, I'd love to hear them.)) Trading: Never trade diplomatic technologies. If you can hold on to these you will retain your advantage in trading. Never attempt to trade for military technologies. The computer values these much higher than they are worth.
Difficulty: Normal Map: Destiny I played as Yor so I could get the +25% miniaturization and +8 logistics. I then customized the Yor to give them +50 research and +50 diplomacy. I selected populist as my politics for +20 morale and +20 diplomacy. As soon as I started I immediately bought a colony ship and a factory, then began researching Xeno Labs. I set my industrial spending to 100%, raised my taxes until my approval was 75%, an