Dithis is not on the far end of the map, it is actually closer to the center, maybe a just a tad off. All you have to do is get the planet sighted by one of your ships to plant spies there, and the first spy costs only a hundred bc. I would just colonize planets in a line closer to the center and then pile on life support for a ship to find it, plant the spy and win an easy mission. There may have been a time limit for that mission which was messing you up.
Burress
The thing I immediately noticed was that they benefit as much as 4 times more right off the bat from having a good bonus tile because of the power of the hyperion matrix. Of course that square can apparently bankrupt you pretty fast too, so it will be interesting to put it on a precursor mine or library and see how big of an advantage it is. That completely changes the early going strategy, which seems like it will be a lot of fun to figure out.
Stig1155, that is a known side effect of building the Mind Control Center, did you perchance build that as well? That one has a completely inaccurate description, it actually prevents worlds from flipping and gives you a 100% econ bonus instead.
I didn't have as much trouble with Yor as you did, though it was really tight at the beginning until I was able to build the advanced charging stalks to get my population up to a decent level. Once I started conquering some worlds my cash woes completely disappeared. On a separate note, did anyone who played the Yor notice they don't have a way to upgrade mining starbases or economy starbases (besides trade)? I am thinking this is an beta oversight because it would be a pain in the butt to tr
The Yor are interesting mix but they are missing ways to improve starbases in their tech tree. If you don't trade for the xeno-line of factory upgrades you can't upgrade resource mining or economic starbases. I assume it was meant for the collective line to pick up those upgrades but that hasn't been implemented yet, or I somehow missed a branch of their tree.
I looked in Wikipedia under Master of Magic and it says Game Informer stated in its latest issue that Stardock is releasing a Master of Magic remake for 2009. Can this be true? I don't have the magazine.
I have never had that happen. If it's such an issue, go down the tech tree route that allows you to buld centers that prevent spies and put them on the planets you deem most important. Problem solved. It is the second diplomacy tech that branches off in to counter-espianoge centers, which also happen to be one of the best morale buildings too. Never worry about spies again.
high five... you know what your talking about. although it is kind of fun to let them go at the start just to see them kill of the Drengin. To clarify I was making this thread about the campaign where the player is the Drengin and the Dread Lords are not that vulnerable at the start because they start with the player. Did anyone play through the campaign and if so what strategies did you use against the Dread Lord scenarios?
I am looking for knowledge on how the dread lords work and for strategies against them in the DA campaign. I know they do not operate like other civs because you cannot see graphs on them or talk to them. Their tiny population wouldn't support their colony square, much less industrial sectors and their fleet of suped-up warships. It could be done by starting cash I suppose but you would figure at some point the dread lords would just run out of money. Anyone had that happen? I also
For those of you who really hate cleaning spies, do you use the counter-espianoge centers? Its not a very time-intensive tech to research and each center gives a 20% morale boost, which is usually better than anything I use on the entertainment tech line. You might have to slide the social bar up high for a few turns to get them built quickly but you never have to worry about those red menaces afterward.
I run in the red for quite a while too in my games but your problem may be worse because you are focusing so much on social production. Every new building you make costs extra money every turn so you want to build improvements more gradually. If you do that you might still run in the red for a while but you as your population grows on all of your planets you will suddenly find yourself sitting pretty at a point about 35-45 turns in the game. It would probably be best to take the +30%
The Krynn is a world of magic and war, full of all sorts of weird and wonderful creatures(D&D types) and dangerous reptilian beasts. It's a place where Kenders like me roam free and get into all sorts of mischief. It just so happens to be my favourite race with the default traits except for the sucky super ability. This wasn't lost on me either, they even look a bit like draconians. I like the super ability actually. The counter espionage cent
Hi! you can pretty much draw equal with the AI by building mind control. ... economy-vise. They still have 100% advantge in research and production, ~40% in miniaturization, unknown in influence... and Brad knows what else. BR, Iztok This is what I was wondering. So the descr
I am just curious, wouldn't building the mind control center (+100% to economy) cancel out any advantage the AI had from that point in the game on? In other words, a doubling of tax revenues on citizens is the only advantage the AI gets correct?
Did you accidentally click on the old buildings tab on the middle right of the planet screen. There should be one just to the left of it showing your available new buildings. Just upload the savegame to rapidshare/sendspace/megaupload etc and post the link here somewhere. Cheers. Doh! That was exactly what I did. I didn't even know the option existed to do that. Thanks for the solution.
I have the technology for manufacturing centers, research academies, and stock markets and am playing as the Yor. The problem is I cannot build any of these buildings on a tile. Instead I only have the option to build all of the obsolete buildings- basic factory, factory, enh. factory, basic lab, research center, adv. market place, market center ect. My pre-existing buildings were auto-upgraded when I got these technologies, but I cannot build new ones. If it is necessary I can post
It is really expensive and I was expecting it to improve the quality of my worlds that require that tech (like toxic worlds for the second toxic tech), instead it has no effect I can identify. It is not mentioned in the description or manual, so what are these second tier techs supposed to do?
Situation is resolved.
I get past the downloading and installation fine but I get stuck on activating module. It has sat on it for 30 minutes without any visible sign of progress, how do I finish Dark Avatar installation?
I have just purchased Dark Avatar and proceeded to download it and the updates for Gal Civ 2 from Stardock Central. They all went well except Dark Avatar which downloads, installs, and then gets stuck on activating module. I have been on this part for 30 minutes, how do I finish installation?
I have played over a dozen games and I have never seen the AI form an alliance on its own. This seems like it is definetly unbalanced in the player's favor if the AI is incapable of initiating one. It creates obvious exploitation tactics such as spamming cheap ships in the early going to get the + modifier in the military strength to raise disposition for alliances. If you manage a couple allies its usually as good as 3 on 1 if anyone dares attack you, and less frequently they jump in if you
The bracketed number does only need to be 4.0 for most races. I believe the Yor and Thalan need even higher numbers to rebel, or maybe the Yor are impossible to culture flip because they have 100% loyalty. I am not sure if that means you need a 8.0 or it means its impossible. Does anyone know how the threshold works for races with the loyalty attribute?
I haven't had any trouble on this difficulty level but I use a cautious and patient approach. At this level in the long run I always seem to outdistance the AI in research, production, and economy. So its just a matter of getting to the point of having a wide lead or at least enough to make a run for tech victory. I don't risk playing any cards to early. I like to keep a competitive military to make myself less of a target for war. I usually start some military research early, create a smal
This is the second time since I have installed the 1.2 update that clicking Ctrl+N has shifted the AI to Fool intelligence. This is annoying to waste 15-20 minutes (until first contact) on a startup like this.
I noticed there is at least one additional AI level that isn't in the original documentation, the Gifted level. Does resource handicapping begin at this point now for the AI or at Genius Level? In addition what is the difference with difficulty levels of the same AI level, such as Obscene versus Suicidal? Is there a chart somewhere detailing these as well?