myomer

myomer

Joined Member # 633720
0 Posts 2 Replies 67 Reputation

This is great news indeed, congrats to Stardock et al. As to the piracy issue... well, I love video/computer games and my stance on it is I'll pay people to make games for me and keep my entertainment flowing. Yes there will be jerky products and there will be companies who don't care for my input, but more often than not I get a game I truly like. To each his own. I agree with previous posters though; I think it's not so much tha

102 Replies 88,581 Views

As many have already said, this is actually a cool thing rather than an avoid thing. Besides, the product stands up pretty well unpatched. I just hope the pop and research bonuses get addressed, since err, I've ran 2 civs now with those two bonuses in mind. I'm a research junkie kinda civ so I hope at least the research stuff gets straightened out.

74 Replies 47,308 Views

i didn't think you needed to have them depend on you trade wise. the torians i've left alone before, no trade treaty, a little gifting, and they went close after i declared war on the drengins.

7 Replies 309 Views

Let's see... 1) starbases over resources (e.g., the one you have +5 morale on, etc.), when mined, always affects the whole empire; there are modules for starbases that only affect things in the sector (and yes, what you said is what a sector is). 2) if you click on the planet, the lower right hand corner should show you what ships and how many are orbiting the planet. 3) it depends on what your needs are. if you need money fast, then closer systems may be the way to go

9 Replies 191 Views

We have the same anti-video game campaigns here in the US especially after our own version of the Erfurt incident (Columbine). Any gamer here probably already have modded their Quake/Doom/Counterstrike to have the baddies have the head of Lieberman on it (senator who leads the criticism on games) LOL IMHO, there should be stricter standards than the rating you find in games; i.e., regulate it in stores and take into account the content better. It doesn't matter if the game has an M ra

37 Replies 1,565 Views

My personal guess... Drengin extort and trade tech with other races, minor or otherwise, better than you. They also probably concentrate on military technology to research. The battleaxe gaining stats could easily be a tech that was gotten, or a military starbase resource mined. Or even, the Drengin built a starbase on that sector of contention (unlikely, but it is possible). :D

34 Replies 1,270 Views

On normal difficulty (all AIs normal), large maps... I don't know how cheesy it is to suggest restarting locations if you don't like what you see, but I usually do this. First turn: 0% spending, tax as high as possible (keep morale to 60% so you don't stunt pop growth too much); buy first colony ship (730bc). Survey goes one way, colony ship goes the other. I try to send these at sectors with at least 2 systems. They go to sectors at the edge of my range. Colony ship finds a ye

7 Replies 701 Views

A funny story of mine is when I had two planets fairly close together, one I conquered from the I-League. The morale was low on that one, but on my other planet I had a pretty significant, loyal following. Next turn, conquered planet defects to I-League. Build up fleet to retake... before they get there, planet defects back to me due to cultural influence. Pull fleet back... two turns later, morale still low, planet defects to I-League again... Finally, after culturally forcing it to de

7 Replies 500 Views

Star Pilot: Your idea of anchor points, however, still encourages combat play. As we all know, lack of resources, in this case anchor points, will always be fought over LOL So, your idea of a peaceful cultural victory may not be so peaceful. Still, it's an intruiging idea. Aqillious: I was the one worried about limiting the starbases in the early game. :D I should say, that the current implementation of starbases is good for the early game; i.e., even if you are cran

130 Replies 8,874 Views

I *believe* they defend better in orbit, although I *know* you can build social projects like planetary defense and omega defense systems(?) that make battlehammers, etc. really tough.

6 Replies 436 Views

erm, forgot to add... I usually try to keep my money between -100 and 200... i.e., I play with the spending slider a lot, adjusting as necessary to either reduce my debt or reduce my reserve. In the early game having too big a reserve tends to go to tribute anyway, as the bloody drengin tend to extort from me...

4 Replies 323 Views

Starbases. Build some along trade routes, maximize trade bonus modules. Grab the econ bonus resource to build a starbase on (globe with green grid lines). Of course it goes without saying that you need to have trade routes... I tend to build the trade good social projects, then sell them to everybody, even minor races. Leasing gives you income over a period of time. And lastly, use governors. Not to control economy but to control what social projects to build. I only build mora

4 Replies 323 Views

The forums in their current state is workable. I think if a suggestions section can be made we can make suggestions on how to improve the current forums further. I have no problems with the current forums. I just would like to see 3 things (low on priority, I suppose, I'd rather have the game enhanced LOL ): search feature, list of past 10 posts of the user (link to user profile), and edit post ;p

48 Replies 1,642 Views

No new ideas since the topic has great ones already but to put in my vote as a mediocre GalCiv player :D I think the following changes would alleviate starbase concerns (not completely solve, as IMO I think any solution has some workaround to it to some degree): Logistics tech line coupled with empire capacity to build starbases throughout (per Frogboy's post); this way, no one is limited to how many starbases can be created per sector, but limited per empire, and can be rais

130 Replies 8,874 Views

I'm starting to contemplate better strategies in my galciv playing... notably production, etc. bonuses from starbases (heh). My question is, just how close does the starbase have to be to a planet in order for the planet to get the bonus from the starbase? Many starbase abilities state +x% to n on nearby planets... or some such. So I'm wondering how close does the starbase have to be? Right next to it, or within the same sector?

4 Replies 302 Views

Only 2 things that made me return my 2 copies of MOO3: the text fonts were bad for a text-based game (it is really....) and the governors took over too much. I would have played this if the text fonts were easier read, and the governor was more what GalCiv's are...

48 Replies 2,100 Views

What I do that may be of some use to the original poster: I research a lot of techs that allow greater trade routes and faster speeds. For income flow, trade is a must. I filter my map for the biggest production/home systems, and throw my freighters at 'em. This usually means trading with minor races (they have wicked slick systems), but about half of the time I also trade with the other major races for political reasons. I also try to keep my income between -300 bc to 300 bc..

12 Replies 573 Views