Hmm. I'm no expert, but I usually try to have at least three industrial type sectors, one "Power plant" type to help increase production, One starport and the rest being "bank" type plots (plus one devoted to an economic capital). Try to build all your freighters at this world, then send them out to the furthest reaches of other civilizations. Build multiple economic starbases capitalizing on trade, and you have a planet that becomes a fairly important economic powerhouse. An alterna
JonnyDoH
1. 3D universe 2. Ship Design 3. Incremental buttons for the freakin' population transports and colonizers!
Very Cool! The ships in that first shot are "popping" by the way. At least to me.
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BR> Otherwise, everything looks great! I'm sitting on the edge of my seat waiting to play the Beta!
ects on a ship that's running a Slower Than Light Drive. Okay, maaaaybe.
Gah! Good point, DeadJohnny. Didn't think of that.
ward that system you overlooked...
of six spaces away), it keeps its movement bonus when exiting the system. If the ship stops at any planet (or "breaks" by using only a part of its movement), then it loses the move bonus and gains the move penalty.
vessels).
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rengins were researching Mass Drivers-- without actually confronting any of their ships.
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e map and provided bonuses to your empire.
Will gravity affect ship movement? I just thought that that might be a nifty feature-- if there was a black hole on the map it could conceivably cause local traffic to be pulled toward it and eventually obliterated. You would therefore have to steer clear of them. Might be a neat trait on scenario maps... By the way-- this is only my second post on this forum. I wanted to say that GCI restored my faith in space civilization games and I enjoyed it a lot.
ombard that one planet and be done with it.