Sounds like it won't be long until you're ready to go up another level in difficulty. You just need to get a bit better at the colony rush (although sometimes there is no compensating for a crappy starting position, that's when games really get interesting ;) ). The Thalan invasion mistake is one you'll most likely never make again, which will significantly increase your gains next time. Also, try not to kill every ship your enemy has, but only those that "annoy" you (the ones
HighWater
Yes, you keep buildings for which you have the technology to build them yourself. And yes, uphill struggles are so much more glorious than games where you're in the lead from the get-go. ;)
Another shortcut in designing that sounds roughly similar to what you propose: if you don't particularly care about the placement of your new shiney laser or other improvement, you can just doubleclick it in the list, and the shipbuilder will randomly attach it to one of the red dots on the hull. So for instance, you could "upgrade" an already existing design and decide you want to include an Ion Engine and twolaser 5's (provided they fit): doubleclick the Ion Engine, doublecl
Maybe. Do any of the mods touch it? If not, you might aswell restore it to the original. Generally, this is a process of elimination: either restore files one by one, until the problem goes away, or restore everything, and then add changes one by one until the problem reappears.
maybe this helps: https://forums.galciv2.com/170013/page/1/
You could limit all its techs to be untradeable, but once again, it can still purchase techs from other civs as long as they contact it. Completely cutting them off seems impossible without extensive messing with the hardcoded game.
Constructors cannot move unto a starbasetile, because they will always prompt an upgrade. However, that doesn't sound like it's your problem: Is the Starbase yours? You might want to check this, because if it is, you should be able to send your contructor towards it (you can set the starbase as its destination, but it will only then refuse to move unto the tile, instead prompting the upgrade screen). You cannot move a fleet of yours unto a starbase that isn't yours
A genuinly good read. Too bad it isn't complete yet. ;)
That's excessively cryptic.
If I understand it correctly, the loyalty ability only affects the chance of flipping, but not the influence required to initiate a flip. So, comparing a Korx and a Yor planet, both will start showing warnings that a "flip" is near at the same influence value (enemy influence about 4 times higher than owners influence). Each turn, there is a chance the planet will flip, it is this chance factor that is modified by "loyalty", the Yor have a strongly reduced chance to flip, while the Ko
Consider your beliefs shattered! I already had 4 Korx games, 1 Altarian and 3 Custom Race games under the belt when I submitted my first Thalan game. If memory serves me correctly (which it may not), that single game was enough to net them my "favorite race". I played a grand total of 2 MV games with the Thalans... :D
I bet it's those pesky Drath, who are trying to gt you to go to war with the Metaverse or Stardock or something. Seen any shapeshifters lately?
[quote who="Gaunathor" reply="13" id="3347321"] The cap is 100%. [/quote] Durr, serves me right for actually throwing out a number before looking it up! I never suffer from serious morale issues as my population doesn't surpass 16B per planet anyways... [quote who="Gaunathor" reply="13" id="3347321"] Not necessarily. If the empire-wide approval of the AI is still good, it may actually do nothing or even increase taxes in some cases. I had a couple of ga
Grabbing a mining base is pretty much always worth it. I think the "native ability" is capped at 200%, but any resource that is in your hands, is per definition not in anyone else's. enemies with several morale resources are much more annoying to invade if you prefer Information Warfare. Furthermore, a lower morale makes them lower their taxes, which lowers their income, which may even mean they will decrease their max production slider. Any resource base you can take and defend is always
Wow, nice necro. The OP and first reply are over 2 years old...
Whenever I get this event, I pray it is the Mega-event one, which could provide a challenging opponent in the end game. Sadly, the afflicted race always dies much earlier, or has to be kept alive artificially by yours truly... Which makes the end game fight not challenging at all...
For what it's worth: I don't actually see any of your medals... Edit: Correction: the above comment was actually worthless, because medals don't show in the opening post of threads (duh). In another thread, I see that you have played a Very Evil game at Cakewalk level... How you got thatone beats me. Probably the same reason the forum thinks the Thalans are my favorite race: I submitted about one game with the Thalans, yet still got them for the medal. The M
Ascension is a victory condition that isn't implemented properly, strongly discouraging the player from attempting it. For one, it takes too damn long to achieve (200 weeks with ALL FIVE chrystals?!, that's over 4 years! Also, if you as the player are in the position to take all five chrystals and either defend them against the onslaught, or even be strong enough to discourage the AI from declaring war, the game should already pretty much be won by any other means. Clearly any player
I'm going to postulate that the "beginning" setting played a big role in this. On the lower difficulty levels the AI isn't nearly as agressive, A completely peaceful game with all 9 major civilizations is otherwise neigh impossible. Good and Evil hate eachother too much, and on the higher difficulties, the AI are also quite motivated to try and take a piece of the smallest fish in the pond. I'm quite sure the non-AI Diplomatic Victory is by design, although I wouldn't
From what I recall from much older threads, I believe the AI cannot win a diplomatic victory. In my games, they usually don't form any alliance (except sometimes with me), but that's because they always seem to find themselves at war with one another...
[quote who="Gaunathor" reply="17" id="3327201"] Yes, there are some issues with this approach. The only planets that really need the boost are the ones with PQ 5-7. (...) In the end, using the Modulator, or an equivalent, is probably going to be easier. [/quote] So, a PQ5 + Modulator = PQ 8, + 3 terraforming techs = PQ11 --> morale boost. So to be fair, the Modulator alone solves this problem as long as you have some affinity with the terraforming techs. The AI, having
I'd quote, but the quote-button refuses to appear: I agree on the Super Isolationist ability. This does make some sense and would play to the Engineers' (I am starting to lean back to liking Scramblers better actually, as they scramble communications, deploy decoys and seem to rush everything) advantage of being "all over the place" after colonization, creating small slow-zones wherever they colonize. I pondered whether giving them the techs for Super Adapters and a Pop boost
I'm eager to try my hands at this race as well. From the screenshots it does appear that morale is too low and maintenance is too high. To really get where that goes wrong though, some hands-on experience is instrumental. I did notice one significant flaw in your funding strategy from your screenshots: Never, ever, take your Spending production capacity slider down from 100%. Especially not when maintanance is your problem. Of course this slider determines how much money y
Also, don't rely on core designs for your combatships. It is much more effective to customize and update the ships yourself as they will always be the most up-to-date they can be and can be much more optimized against whatever you're fighting. Also, editing the ships yourself will reveal where the problems in your technology lie: only need your laser to be slightly smaller to fit another one on your ship and gain another 1 or 2 damage? Is your defense taking up way too much space in o
You mean your save game receives cheat flags when you try to upload it to the Metaverse? This is not an issue with your copy not being legit, but something in the save game itself which suggests that your game is not within the parameters required for the Metaverse: the Metaverse thinks you cheated during the game to artificially boost your scores. There are several things that can set off a cheat flag, such as: Having a mod active during the game (all mods need to be