Dude, if you want to argue over whether the entire population [i]really[/i] rather than [i]game mechanically[/i] is exterminated, take it up with Brad Wardell. He's made this point before: Only the Korath exterminate instead of conquer, and then only with spore ships.
Phaedyme
The AI upgrades freighters, colony ships, etc. I never check their survey ships because they totally neglect those, but the cargo-class ships do get upgraded. You can see this just by looking at them - they look ugly, because the AI sticks the transport/freight/constructor modules in stupid places.
[quote]Tech trading itself has needed a fix forever but they'll never do it :/ You shouldn't be able to trade for any tech that isn't on your tech tree somewhere. Period. Tech trading itself shouldn't give you the tech either - I like the idea of it giving you parts of the research instead. [/quote] Er, why on both of those? Something not being on your tech tree doesn't make it impossible for you to implement it, unless it's based on something that is simply physicall
In my experience, the AI fields its own designs rather than the core designs that everyone gets.
I don't know if the income hits cover up "defects in the design." I'd be more inclined to see it as a defect itself, but it is the sort of thing that I play GalCiv to avoid. :(
I attack all the starbases I can so I can claim the resources. I attack miners if the opportunity arises. I leave asteroids alone, because they'll flip once I conquer the nearby planets.
Who was it who posted about how he wins masochist or suicidal tiny maps because he gets a military lead while the AI gets distracted with extreme colonization techs? I don't often research the techs, although I will usually trade for them. I do research advanced toxic for Korath, though, or if I'm fighting Korath.
You really do need to be able to have a larger treasury without penalties on larger maps, I think. I mean, the 20k limit is fine if the stuff you're building can be purchased for just a few thousand each, but when you're building large or huge ships, it can become a real burden. :(
[quote] 3. The Korx should have a new super ability. All the other ones do something that no one else can do. The Korx just give them techs that everyone else get. It takes away from them feeling special. Please see the Kyrnn special ability. They get the Counter Espionage tech right off the bat, a spy at the start and get spies faster (aka spend more money). I think the Korx get more money from trade routes by default too... [/quote] If t
Also, not everyone knows about the breakpoints at 21 and 41%, and just sees the morale number turn red - which means "bad," yes?
[quote]Is it better to have 24 billion unhappy taxpayers or 20 billion happy ones? As long as your overall approval is sufficient to retain control in the Senate what is the downside to low approval on a single planet? [/quote] It depends on how unhappy, and how many tiles you have to spend to keep them above 20% approval so the population won't decline. It also places a bit of a cap on your ability to tax your civilization because the capital will hit that population decline while your
Anyway, I agree that minor civs should return to their homeworld rather than be forced away from it when war breaks out under the neutral ground law. I just don't agree that the current behavior is a bug.
I'm not talking about the UN. I'm talking about what the more powerful nations do to less powerful nations. For example - and I'm not trying to start an abortion argument, just pointing out a real example - the Bush administration gives aid to clinics in Africa under the provision that they not offer or even mention abortion. If they offer abortions, they lose the aid from the US. This has an actual impact on those nations, for good or ill. There really is a lot of stuff that
[quote]This may not be a bug. But the minor races ships should be moved back to their home world or one space off from it. I have also said this in the past. Minor races should not be considered part of the UP unless they have some kind of collected vote in it. Also Jagged Knife and the other one that takes planets away from the majors should not be minor races. Just because they have dumped their respective governments doesn't mean that they have given up on all of t
[quote] Hmm, the UP doesn't allow trade routes with non-members, either, and you can set up trade routes with minors. I get the impression that all minors are considered to be subject to the UP, and have been since GC 1. Best as I can tell, you've got it completely right. [/quote] For that matter, I tried leaving the UP in one of my current games, and broke trade routes with a couple minors.
The "My soldiers land and kill off your entire population" thing is an abstraction. You don't actually exterminate everyone on the planet, and a lot of the conquered just plain go off the grid. Battles are resolved in a week because the game doesn't focus on military operations to the same extent that, for example, Master of Orion III does. It might be more realistic, but it might also add more micromanagement for little advantage.
I'd be happier if capitals only went up to 12 billion population, or came with more inherent morale boost. It bothers me that the capital requires extraordinary measures to maintain happiness.
Imagine having five civ capitals to deal with... Darned surrenders/spores.
Altarians can research a tech for +25% creativity, for a total of +50 if they take it at creation.
Okay, I never noticed this before: When I spore a capital or a civilization surrenders to me, I keep their civilization capital. The summary screen implies that I still benefit from it, as do those who hit 16b population. So I currently have my own capital, two other civilization capitals (Altarian, Drath), and two minor civ capitals, and within a few turns I'll have the Thalan capital. Also, buildings I can't build remain intact when a civilization surrenders to me, as well as
Hmm, the UP doesn't allow trade routes with non-members, either, and you can set up trade routes with minors. I get the impression that all minors are considered to be subject to the UP, and have been since GC 1.
[quote] Hmm. You might be on to something there. Of course, it makes no difference to me how they fix this "problem" so long as it's fixed. Also, adding a few more options that allow individual players to further slow things down would fix things without the "slow everything down" change you refer to. Either way. [/quote] Well, yeah. What I mean is, very slow should be very slow no matter how many planets you have on the map. Same with slow. I guess they could add an ult
[quote]I think I'll see how ridiculous the game is on "Very Fast" tech [/quote] It's quite ridiculous. I had one game with 50% creativity and very fast tech, and one creativity proc gave me four or five techs at once. It was crazy.
I had a +300% industry and several +300% research tiles last night. I haven't seen a +700% tile in a long time.
It's not a bug - it's working as designed, if not exactly as intended. The resolution moves ships outside enemy influence when war's declared. This just happens to move minor civ ships away from their homeworlds when they're in someone else's influence.