As for invading planets with high populations - just plant a spy on all the farms the turn before you invade and then only have to face a maximum of 6 billion unless it's their homeworld. i tryed this in my last game and it didnt work. the pop stayed the same much to my disapointment. maybe it was a glitch, but my spy did survive more then that one turn so, it should have worked theoretically. Do you have a counter-
thetraviler
i just finished my first evil game and the weapons set up is really bad. the phycohwatever beam is 12 damag and size 8 and costs 150. honestly this is way over powered. its realitivly low on the tech tree and in order to find a weapon that gave me more per space i had to rearch all the way to the very last weapons tech! PLUS theres a bug at the top of the tech tree. the 2 techs befor that very last one didnt give me a new weapons component even thought the tech said it should... idk whats up
i would like to see minor races have the ability to be inducted into my empire. right now the only way to take remove them from the game is to physically invade them. wich for a peacful race is a horrificly unfathomable option. In Birth of the Federation if a minor race was compleatly in awe of you they would ask to become part of your empire. i would like to see minors do the same thing. if they are in the middle of your space and they are inlove with you why would they not want to
Think the last one it’s my personal favorite 1) I would like to be able to change political parties mid game. Say in one of the techs it allows you to choose a different party, given it would cost you a good bit of money and it would also mean you’d get a moral deduction for a few months while things settled down. 2) Work on Starbases! But that’s covered in other posts… 3) I think you sho
i did think about that issue. thats why i say they need to be expencive and very vulnerable. that way a larger civ will not want to waist resourses on them... but then finding a ballence so that a small civ could use them would be difficult. and yes i realize japan doesnt have much of a military. wich would probably have to be the same for that small civ in the corner. they would have to put most of their resourses into keeping up with the research. either way. my science vessel idea i hon
I think there should be one more tech beond virtual reality that should be EXTREAMLY expensive but yeild huge moral bonuses... posibly even have it linked with your moral allignment. aka evil would get mind control, nutral would get pharmacutical "happyness" or somthing, and good would get spiritual tranquility center... or somthing. that way you really could push your pops up past 30b acutally put those food tiles and those seemingly pointless food distribution centers to good use.
Starbases. We all like to use them. Some of us more then others but I doubt there is a single player out there who doesn’t think they need an over haul. I have been thinking about this post for several weeks now; reading, researching, and brainstorming about how to fix this very broken aspect of the game. This post is LONG so I’ll break it up into 3 parts and give a quick out line for those who don’t want to read the whole thing: Necessary Fixes: • Hull needs to be upgradeable<b
I know, just trying to give some physical justification for making it harder to get those BIG planets. then again if we made ALL supper PQ planets heavy grav planets then the heavy grav tech has to be made extreamly expensive to counter the extream value it would present.
1.) I completely agree with needing a slider to set how much extreme colonization will be needed. I’m an astrophysics student at UCIrvine and Earth type planets are going to be insanely rare. I know this is a game, but still in my opinion almost every planet should need some sort of research to colonize. heck even mars is a barren waist land. but still colonizeable with some good thoughtful technology G
I honestly could not agree more. Almost every time i play with the "culture flip" strategy, the game almost feels to easy. Like im cheating by taking their worlds and them like me more after the fact. i think cultural starbases in some one else’s territory should really make them mad, if it is obvious that im trying to "flip" that planet(ex: if i have more then 200 culture points pouring out of it). but thats just cause id really like to see a more territorial game, were neutral or angry civ
question... how hard is it going to be to modify the mod to work woth the expansion? i cant possibly think of going back to the origanal after being so spoiled by such an amazing mod... being such a treky, its hard to emagin life with out it
that was another thought i did have. though, there are already economic starbases that inhance existing research facilities. and research mining stations. but yes, i would also like to see a posible reasearch station. However, stations are much more vulnerable then a ship. this is why there is something very apealing about a "science vessel." especially if it could double as a dessent warship, if war should break out. Basically i am in the middle of a game were the AI got ahead in the
I had an idea a few days ago that i REALLY like. and then a few hours later i saw that DA had just been releasted. ive been trying to read around to see if any one had thought of this or was possibly already in the expantion. i dont know yet, and i have not yet bought the expantion to find out for myself. Though that will happen very soon! Research Ships... i would like to see a research module to put on my ships. possibly a spit in the tech tree at steller cartography. that way
Although if you invade and they know you dont have the tech, they could sabatage their equipment... thats a valid argument. dont quite know how to address it though.
heres my two cents, given i have yet to play DA. though that will be remedied very soon. I think that if a different civ colonizes a world and builds the infustructure to inhabet it, whats to stop you from killing them and taking their already built buildings. you dont need that tech to tax your people or move to more people into the already existing buildings. it seems to me that it makes perfect sense to alow normal pop growth and taxation, and maintanence costs. but keep the social produ
thanks for the advice i got the mod and it looks AWESOME! however i have run into a little trouble, and i was wondering if any one could help me out. I know the prombem is not with the program but rather with my system. however this only arises when im playing galciv2. I have a duel screen system and every once in a while when im playing galciv the mouse on my primary screen will freeze. i can still see icons and buttons lighting up as i scrole my mouse around, but the curser is frozen, how
ps its given me trouble trying to register for the star trek mod forum. i tryed registering and it never sent me the activation email. i tryed again and it said the info is already taken, but it wont let me log in...
ive been trying for ever now to get this mod and still... ive tryed down loading the mod off the link in the forum about 5 times, over the last week or so. and every time it tells me Zip file is damaged, truncated, or has been changed since it was created. If you downloaded this file, try downloading again. if there is somthing im doing wrong PLEASE let me know. i was/am addiced to Birth of the Federation for YEARS and when i herd about this i was elated. my email address i