Another case of someone crying - I can't help it, I am too weak, so change the game for me. Moderate your own ships; don't try to force things on everyone just because you are a wim Gee whiz, I didn't realize making a mere suggestion was tantamount to "forcing" changes on everyone. I guess we better abandon any efforts to report bugs in th
Prolet
I'd post this in Bug Report. I doubt very much it was deliberate.
Sounds to me like we need a poll as to whether we should have a poll about carriers. Would that make this a meta- poll? Seriously though, there's always going to be debate on this issue. Why not just ask the mods to sticky a thread and have all carrier discussion moved there?
The numbers you have used are both correct, depending on which version of the game you are running. The second set, with the 7% before 12& is for version 1.2. Well, that explains it. Kinda makes sense, since Industrial Sector is pretty marginal compared to some of the preceding techs (and downright terrible in some cases, but we've been through thi
Pretty much. Depending on what size map and star density you're playing, you'll probably have more important things to do with your constructors (like capturing more resources) then getting +2 on any of your traits. The only exceptions I could maybe see are the Morale or Military resources.
They really need a better mechanism for trading ships. (like listing the fleet names in the trade window, so you could trade whole fleets) Because of that, i've mostly never even tried to broker ships. (and how often does the AI have better ships than you, or you really need money THAT badly) Well, to me it seems like the whole Ship trading thing was just
Nope, they add up to +49/starbase. I remember, because I was doing calculations earlier on the benefits of some of the intrinsic racial abilities. Besides, I had the game open so I did a quick check before I posted. Then again, it could be that I'm using old numbers from my 1.1 game.
EDIT: build one on top of the other. All mining starbases give +5 to your racial ability initially (You can check by pressing F6). Subsequent modules add: +2, +3, +4, +5, +6, +8, +10, +12, provided you have the required technology (see the manufacturing branch)
This confused the feck out of me when I started playing. Why would I want a starbase on that economic resource if it's nowhere near any of my planets? Am I supposed to build a module to extend its range? It wasn't until later that I realized you can build starbases on an empty square. Probably wasn't the brightest idea to have a starbase and a resource with the exact same name if you don't actually one on top of another. Oh well.
There is a button that expands the tech tree view to full screen. Run the game in a high resolution as well, and you can easily see quite a large part of the tree on one screen. ... but still nowhere near the entire tree, and I'm running on 1280x1024. Though really, it's the more that I have to "drag" the tree to find anything that irks me than
Not really, since a tiny portion of the tree is visible from the start in-game. Fixed
What is the better choice in a Trade Route? 1. If you just want to set up a trade route quickly for the immediate economic and diplomatic benefits, or don't have a lot of resources and time to set up and protect a longer route. 2. If you want better profits in the long-run. Generally, I find it's better to do both, and replace the
Just as a minor addition to 1., perhaps they should fix the "Most Powerful Civs" list on the quarterly report. Right now it only gives rankings based on Military rating, and not the Overall rating. Yes, this could be intentional, and it's totally not a big deal. But, it is slightly disheartening to see yourself at the bottom of a very long list every time you load simply because your fleet isn't a bloated mess of outdated vessels like everyone else's. Of course, I'd rath
Yup, same thing happened to me ealier. Replies work fine, but trying to start a new post from the galciv website triggers an unhandled exception, while doing so on stardocks just gives you a nondescript error message. I ranted about the galaxy seed options being obfuscated, non-instictive and broken. I don't even know what that is, yet somehow I'm
A patrol ship with maxed out sensors still seems like the more viable solution to me. How much range can you squeeze out of a starbase anyways?
I don't think so. It's easier to stick a cargo ship loaded with sensors on top of it if you just want to see what's around the starbase. They become even more useless once you get Eye of the Galaxy since it only boost sensors on ships and not starbases or planets (shouldn't it be the other way around?...)
So can someone clarify what determines income for a trade route? I'm a littlbe confused here. So far I'm getting: 1) Distance + Length of route. 2) Population of Home Port. 3) Population of Destination. 4) Eco-starbases along route (with appropriate modules) 5) Trade Ability (including tech) 6) Planet Quality?...
Question: If UP convenes without all (potential) members present and a law is passed, does the law apply to all future members as well; and if so, then does the bill take effect immediately for those races, or only after they've joined the council? (ie. you make contact)
Well that explains that. For a while I thought I added a tag somewhere that I wasn't supposed to. Too bad the forum won't let me edit my post in the other thread anymore (Couldn't they just add an "Edited by X at Y EST" line at the bottom of an edited post? It's only been like three hours anyway)
Someone else can probably answer that last question, but yeah, the in-game documentation is pretty dreadful, so it's sometimes hard to know WHAT you're researching until it's done. Minaturization is actually sort of a misnomer in that rather than shrink ship components (You have to research the components' own branches to do that), they actually increase the amount of space you have on each hull type. I don't have exact numbers, but it's around the 5-10% range per tech.
Wait, am I to understand that the AI can surrender to races they aren't at war with?
Translation: I can't make a effective counter-argument, so I'll just belittle anyone who have a legitimate problem with the game. On a minor sidenote, the smilies on this forum suck balls, but I guess I can't complain about that because "I can't do better."
Supposedly it lowers the actual cost (but not size) during construction and the ship editor is bugged, but I'm not entirely convinced this is true. Even if it is, it's still pretty much a waste of a tile. My advice: ignore Sensors 3 until you're ready to get Sensors 4 and build Eye of the Galaxy. Unfortunately, as with everything else in this game, it's usually too late by the time you realize this.
No offense, but the kind of logical leaps people are willing to make for what is clearly an oversight by the devs is unbelievable (this is more directed at comments on older threads rather than this one in particular. this thread just happens to be the only active one, so my apologies if much of this rant... uh, i mean comment, is misdirected). Face it: the idea that new technologies can somehow make older industrial methods magically disappear, and thereby permanently INCREASING the price of