Wetballs makes a valid point, I rarely include engines on my ships (except maybe a few non-combat ships), because they take up so much space. I played with the idea of reducing their size, but I'm not sure if the AI can utilize engines effectively. If they can't, then that would just tips things further in the player's favor. Oh, and I think part of the reason that the Thalans always get the gravity boosters in my games is because I've been playing with very slow tech rate, wh
IotaZero
Check the civilization manager (the button at the bottom with a graph on it), then hit the statistics tab.
Kind of an out there idea, but is there a way to make a political party have a war profiteering bonus? I love the idea of war profiteering, but I think it only ever shows up with the Drath and Korx...
Meh, forget what I said about the Thalans and the gravity accelerators. I looked at their tech tree, and while they almost always get those and the ultra spices, they have a trickier tech tree in general, and have a harder time reaching other stuff (like advanced hulls for the xinathium hull plating). Plus, they need to be building something after they use up their galactic achievements... I'm no expert at this game, but I noticed a couple of things that struck me as odd: <p
Oh, before I forget, I had something else to bring up about the mod. First of all, with the extra speed bonuses in the early techtree, the speed +1 and speed +2 racial bonuses aren't as appealing (and they were really expensive to begin with). And it seems that the Thalans are always the first to build the gravity accelerator trade good. I figure it's because they start with the artificial gravity tech. Is there a place to move it so it isn't such a given for the Thalans? And fina
Regarding the political parties, I've been playing around with Universalists a lot lately. Even though they don't have the +20 economy of the federalists, they do get a +5 (and I pretty much always take the +30 economy racial bonus anyway), and they have a boost to population growth, which indirectly helps the economy. Plus the +10 defense (meh) and +25 luck, whatever that does. I was playing around with the idea of changing the Universalists to the Ecologists, a party that emphasizes
First of all, how did another AI destroy a starbase without declaring war? I thought any attacks would result in war... Can you see all five ascension crystals? I think only five are ever spawned, regardless of map size or number of opponents. Are you absolutely sure they don't control any ascension starbases? If you can't actually see them (as in, you revealed them, but they're in the fog of war), there's a chance they rebuilt when you weren't looking.</
Heck, if anyone's still interested in this, I could host the game. It would just take a week or so before I could actually start playing the game. If no one answers by then, I'll just drop it.
Is there a way to toggle auto-upgrade on and off throughout your whole civ, or can it only be done planet by planet?
http://videogamena.me/ How has no one mentioned this yet!?
Loving this mod (playing with MoO II minors), thanks Tolmekian! I especially like the expanded role of the ethics technology, and some of the new buildings. I've only played two games with it so far (neutral and good). I haven't seen "ultimate" weapons yet, but I noticed the best armor isn't unlocked unless you go good. Is it the same way with evil and weapons?
This sounds awesome. I read through the Kushana Initiative thread, and it looks like a cool idea. I'd probably be able to contribute/vote if someone started the game.
Well, I hope that answered your question. Have fun!
Hi. (Hello to everyone, actually, this is my first post here. I saw this question, and thought I should reply). The 35 research points would be the base production capacity, but then there's racial bonuses (i.e. +10 research). You can check your racial bonuses in the civ manager, stats tab. Do you have control of a purple resource or something?