Higher quality planets get bonuses to economic output.
Ortus Phoenix
Cloaking was in GC1 on some ships...
Terrans also start without Stellar Cartography - does this make it imbalanced? The Terran aren't supposed to have Stellar Cartography. The issue is can alien races initiate trading BEFORE they have a Universal Translator, if they can, then they have the one up on a human player who needs t
Oldschool GC1 colony ship rush. Rawr.
I think you've misunderstood there, I don't think auto-survey allows the survey ship to grab anomalies unless you have already found them. It does. Auto-Survey will find anomalies even if you haven't "found" them...
They have "under-the-hood" modifiers to reduce their diplomatic sucess as far as I'm aware.
Hopefully the AI will be fixed in 1.1. Worst thing I've seen it do personally however, was dropping a Omega Defense System on top of a Precursor factory, disabling the use of the 700% production square.
PQ does increase the amount of usuable tiles on your homeworld, and (I think) increases the amount of extra tiles you can get with soil/habitat/terraform. Trade routes max out at 12 regardless of bonuses that would increase it beyond 12, making the Terran and Korx bonus trade routes a waste of points IMO.
Social spends money regardless of what you're producing.
Unless there is a bug though, they are suppose to prepare for any ovious attacks at Intelligent or Higher Difficultiies. On normal they'll call you an idiot for doing stuff like that. (Although they do mention their general is too stupid to respond)
Anyone who played GC1 will realize why good gets penalties and evil get massive bonuses. In GC1 evil REALLY needed them, and they actually needed more powerful bonuses added to even get close to evening up. (This was as much due to the way the AI was geared towards different alignments as everything else however) But basically ; Good still owns. Evil still sucks. In the long run, the individual penalties and bonuses for the events are pretty much
Can you imagine the Dread Lords with re-useable transports?
There would need to be a global version of the sliders still, along with a lock function for the individual planets to prevent the global set overriding the individual set.
Limiting the ability to trade technology based on relations is another nerf evil really don't need.
As in GC1, military still sucks, research is still overpowered, and the AI reflect those facts painfully.
Use the global military swap in the governor tab of the civillization manager to swap your old design to the new one.