If you haven't taken a look at the strat forum, I'd give that a try. There are a few threads there that you can take a peek at that should help with your problems. ~SDC~
Shoujo
I don't know what effect luck actually has, but regardless if the bonus granted by the Universalist party were changed into points, then it would be way overboard. I mean +1% luck costs 1 point, and the Universalists party grants standard bonuses and +25% luck... In terms of points that'd probably translate into a good 30 or so points I'd imagine. That said I still prefer the Federalists. ~SDC~
Za H, Ohhhh. Always assumed the +PQ trait/facilities modified the base value and not the way you described it. Thanks for the info. Well that does explain why it's been called over-powered... RayChua, Dunno if the move'll help variety. For me it just means picking +2 speed over everything else so that I can grab more resources/systems a lot faster. *hopes speed doesn't get hit in the next update :p* ~SDC~
Since GalCiv rounds down, doesn't this mean you need a base class 20 planet to even benefit from PQ? It used to be arguably over-powered before, but now it seems like a waste of 3 points seeing as though base class 20 planets aren't exactly common. ~SDC~
Wouldn't be surprised if like the Universalists party it got deleted for balance reasons. ~SDC~
Well they probably have +range tech/trait, or they have a starbase/system that you're unaware of outside of your sensor range. ~SDC~
The safest way to remain a pacifist is to make sure you have the strongest military. The AI won't declare war on you if you have sufficient military might, and military might from what I've read is calculated by adding the att + def values of all your ships. These values include any bonuses you get. So the trick would be to find the ship that provides the most att and def per maintainance cost, and to mass produce them so that your military rating will be sufficiently high to deter
Alarinn, "Now I cheated on my 3rd game by overriding the fog-of-war...I.E. trainer that I wrote. The Arceans did in fact have 3 systems at the onset with 2 colony ships ready to take 2 more" By "at the onset" do you mean Turn 1? :notsure: How were the other races?
Same as Phaed minus the manufacturing center, plus an economic exchange, and a stock market. ~SDC~
Judging from the direction this post is headed, I must say I support Sencho's decision to lock the post when it appeared on the MOO3 forums... No good is coming out of it it appears :notsure: ~SDC~
You need the bonus pack for the +PQ bonus. I play on large maps, and generally I find myself busy colonizing and/or grabbing resources during the first 2 years. Crank up spending to 100% and military production to 80+ and start churning out colonizers. 5 years is a bit hard to plan. Depends on your situation. ~SDC~
Gui, selling them to minor races might not be a good idea because techs that go to the minor races have a nasty way of ending up in Drengin hands as tribute. By the time you've got BBs and DNs I'm assuming the minor races will militarily be a non-issue, so that would make it easier for major races to extract tribute from em... ~SDC~
Well somebody over in the strat forum mentioned a tactic that involved cramming a sector with +2 speed starbases. Since the speed effects stack, it becomes possible to instantly send ships from one end of the map to the other. Of course getting back'll take a bit more time until a 'catapult' can be set up on the other end.
Used to be a speed freak until I figured out that the PQ bonus gave me enough of an advantage early on, and then I could simply use my superior planets to culturally influence other planets to join my side, so in the end how quickly I colonize doesn't have much of an effect. If I were in a really cheesy mood I could simply load my population on a transport, then trade that planet to an AI for a starbase/tech/cash/etc, then use my influence to recapture the planet.
In terms of good vs evil techs, I'd rather take both. I've heard it's quite easy to lower your alignment so what I'd do is make good choices or neutral choices early on, research the nice good techs (+trade routes, +speed), then start going all out evil and getting the evil techs. Alternatively you could just go all out good/evil then ask civs with the opposing alignment to hand over their techs. Not as reliable as doing it yourself, but it should do the trick.
Hmmmm... Well other than to handicap myself, boredom, laziness, or just to test a new strat/mod I wouldn't have much use for such a feature. Unless I'm really unlucky and get stuck in a corner of a large map with only two crappy clusters (including my home sector) within ship range, I can out-colonize my opponents. What would be the point of me giving away one of my advantages? ~SDC~
Hmmm... This seeems like a good way for my civs to gain access to both evil and good techs relatively easily. Thanks LOL
Or even better...sell it, then get ready to take it back :p ~SDC~
If you're going to gift the system to a minor civ, I recommend you load up the populace onto a combat transport. By doing so you give the minor civ a planet that isn't quite as productive, and a lot easier for you to take back :D Or you could ue Terror Stars... LOL
Rename - No clue. Resolution - You must have a good monitor :) The default resolution is 10XX x 7XX Peace Treaty - Hmmm... Well peace treaties are only good if you're at war, or the empire you're talking to is at war. Tech tree - Over at the general discussion forum there should be a sticky thread that'll take you to JavaScout's website. Check that out. Trade goods - They boost your stats. Diplomatic translators give you a +30% diplo boost, Aphrodisiac boo
Keep on gifting em stuff. It took me my entire library of techs (1st in tech here), and then tech gifts for a year or two before I could secure an alliance with em. They're greedy bastards, and won't ally with you easily even if your alignment is close to Chaotic Good. ~SDC~
In the early game when I don't have heaps of cash to toss around, I start building ships if and only if my neighbors start asking me for tribute. Demands for tribute are a sign that my empire is militarily weak. Even with the Drengin you can get away with denying at least 2 demands before they start going hostile on you, and in my case since this happens right after my economic expansion phase, it's not hard to build a decent fleet capable of repulsing the Drengin before things get really nast
Well the Saintly Altarians often ask me to help fund their 'peace-keeping missions' by making 'donations', so I don't think the Torians asking for cash is anything out of the ordinary. Neither is the war bit, since in my last game, which I won via Alliance, the Altarians and Torians waged war on everybody else. I'm assuming the logic is "We're inherently good people, so if you don't go along with us you're inferior, or evil, and therefore we're perfectly justified to conquer your civ a
Political Party - War Party: How often do you intend to be at war? If you are not at war you're not using its bonuses, and in other words it'll be a waste. Can you afford to see your ship's HPs drop by 50% if you lose the senate? - Federalists: When _won't_ you be spending cash, and wishing you had more? :D More cash allows you to do just about everything more effectively. This is a political party that you can take advantage of 100% of the game regardless of the victory condition y
The switch to Republic is in my book a no-brainer since econ is good, and the chances of a planet defecting is minimal. I rarely loose elections twice in a row anyway, so more often than not, I'm benefiting from the econ boost provided by non-Imperial forms of gov't. I tend to make the switch to other forms of gov't based on the following: 1) Do I need the cash, or are there other ways I can get cash? +20%, +40%, +60% econ can be very very tempting. 2) Do I have enough cultura