Neutral: do not forget FREE terraforming when terraforming technology is available. So no more building habitats, terraforming or soil enhancement, those tiles are instantly available when you have the appropriate tech when Neutral. Neutral also has a morale boost and a slight soldiering bonus against non-neutral races. Made a new post cause Edit didn't show, and guess what... Edit shows up: Oh and forgot: In ToA neutrality also gives you 25% discount on instant purchases (
HighWater
Holding your mouse over the approval rating will give you a breakdown, which will allow you to assess how much "spare morale" you have above 100%. However, this mouseover tends to be off by a few %'s, so it isn't exactly accurate...
Naw, it really is the stronger ship that lives through the fight. You can clean countless planets with a behemoth that has awesome weaponry and a single hp... I am 100% confident that what I observed is what actually happened in my games. I am notorious amongst my ship captains for rarely retreating my ships to a planet to repair. (This is generally because I don't HAVE other ships to keep my defensive line.) It has happened so often to me in fact, that I thought it a natural part of th
I've had it happen to some of my ships on occasion, I can definitely confirm that it is possible (just very rare). (edit: "it" in this sentence refers to full Hp restoring) Upgrading does indeed restore HP, but it would also means that the turn before it happens, it'd have 1 hp out of 1...
the enemy ship might have survived the battle because... *It killed your ship the first turn? If the combat only lasted for one round in which both ships received a critical (deadly) amount of damage, the strongest ship survives with one HP. This could explain why it survived combat, the full HP can be caused by a level-up of the victorious ship. A level up does sometimes replenish HP to full. *Multiple ships on one tile, but you already said that that wasn't the case... <b
[quote]The Krynn are fairly good at expanding, and fairly good at militarizing too, although they seem to stop at small hulls with the basic weapon that researching space weapons give themHmm you've had this too huh? After five years into the game, the Krynn AI has a 172 planet empire and seem to be in great shape except for all their hundreds of ships being smalls or tinies with one or two attack on them. I was hoping it was just a rare occurrence.[/quote] The Altarians declared war on
The AI does tend to tech trade like madness, but I usually have no trouble coming out on top. However, especially in the early and midgame part, you'll highly depend on the Minor Races. What difficulty level are you playing at? Anything above tough WILL have cheating AI, it will get big bonusses.
Entertainment centers are what you build on morale tiles. (approval = morale) Morale and influence buildings don't work with points, they have a percentage increase over the points the planet themselves have. That means that improvement tiles will actually affect these given percentages. (A political capital built on a morale tile will give a 50*2= 100% morale bonus!) Research and manufacturing tiles only increase points, not percentages, approval and influence til
I've only played one ToA game since official release (played a few beta's). Going to go pure on the official release game: Huge, abundant everything, tough. The Drengin were a threat, I suppose, but Tough isn't really my difficulty level so I might be off, was just doing a testrun. They had captured considerable territory in the colony rush and were developing a military like they should. Then I killed them. The Krynn are more annoying, their initial colony ru
Or you culture flipped it.
It shows itself (most) in your defense rolls during space combat, AFAIK.
If you aren't ready in 600 turns, you'll never be ready. 600 Turns take forever...
It's not a Drath agent that did that no. That's just a random event that can be triggered by galactic peace. The Drath (but other civilizations aswell) have a hand at paying people to fight wars. Their super ability allows them to do this at a much lower price than other civilizations would have to pay, however, other civilizations sometimes resort to this tactic aswell. It is perfectly feasible that multiple AI decided to offer money to get a war started between rivals. As for
Entertainment centers are what you build on morale tiles. (approval = morale) Morale and influence buildings don't work with points, they have a percentage increase over the points the planet themselves have. That means that improvement tiles will actually affect these given percentages. (A political capital built on a morale tile will give a 50*2= 100% morale bonus!) Research and manufacturing tiles only increase points, not percentages, approval and influence til
I am a bit puzzled by the people that are saying it's [b]less[/b] than in DA, to me it looks like approximately the same as in DA. (I often play with the korx and I notice not too much difference, TA seems slightly better when it comes to trade, but that's probably because of the extra 25% trade module the korx can research) The 1000bc/turn total is with 12 routes that have been up for a while now, I'll have a look at my traderoutes when I get back to playing, to see if there's any further i
Trade has always been too little money for the effort if you ask me. Currently I'm playing a game as the Korx in ToA, I have all my trade routes up with 4 economy starbases per sector (ánd the extra trade module the korx can research) and trade is still only 1/7th of my income. (Still over 1000 bc though) Trade is still useful under a few conditions: *Being in need of a diplomatic boost. Trade can patch up pretty shabby relationships as long as you don't intentionally try to an
Don't forget: If you want to play a game that can be submitted to the Metaverse, make sure to start it using the [Metaverse] button ingame. It has happened to me on several occasions that I am 1,5 hours into the game and suddenly realise "F*^$ I clocked New Game, didn't I..."
At last, that's going to leave me completely screwed at multiple occasions. I like it!
This problem was fixed in 1.80g, your problem is most likely: You have 1.80e, not 1.80g. Eventhough it appears that you did update it. (This does happen, you are not the only one) Download [link="http://manage.hosted.filefront.com/live.php?page=fpad&redirect=http://www.filefront.com/"]this[/link] and then run SDC to update DA. You can open it via Notepad or send it through your favorite virus scanner if you're concerned about the contents; it's clean. It changes your DA version number to 1.7
That or the game has anxiety issues.
As stated above: Trade has no arrow, just a line between the civs. Economic and research treaties do have arrows (the arrow points to the civilization that benefits). I am not sure about alliances, as I rarely ally these days, I'll see if I can find it in one of my old games. Edit: Alliance is also a single line (with no arrow). However, finding out if two races are allied is quite easy in the same screen, clicking a race in the treaties tab will instantly provide a lis
That indeed works quite well, as long as a post of the person can be found. :)
http://metaverse.galciv2.com/index.aspx?g=sdnetaccount&acid=1971311 Found him by sheer guesswork. I assumed his character in the Metaverse would be named "Sunburn" or something like it and got lucky. But a decent linking of this stuff would be nice... ;)
There are quite a few issues that have been changed between 1.5 and 1.8g. 1.5 still has colony modules that carry 500 million if I remember correctly, 1.8(g) has them cary "only" 250 mil. The power plants have also been nerfed, they are still powerful, but not nearly as overpowered as in the old DA versions. Other things also have been changed and fixed, for more exact changelogs you'd have to check the update logs that come with the updates (and are also somewhere on this foru
Nevermind me then. :) Must've overread it.