The Korx personality may be Evil, though they really should be played as Neutral. The extra trade routes are a boon and will more than earn you what you may have gotten as Evil, as are the improved relations. Also the Korx, especially in TA, are a bit weak overall, and the boosts that you get from going Neutral (morale boost, greater soldiering ability vs non-neutral alignments, instant-terraform) make them a much more capable race. I often set the Korx up as Neutral in th
Silverbeacher
yeah, start with Challenging, see if that works for you; if that is still not enough, go to Tough. After that go to Crippling. There is a big jump from Crippling to Masochistic (even though it follows in progression) so you really have to classify the last three highest difficulties in a class by themselves. Start with Maso, and if you can beat that, you can usually beat Suicidal.
You can still invade the planet, but you will be unable to have any social or military production on it (until you research the base extreme tech which will then allow you to get 50% social/military, advanced extreme tech enables 100%). Research still works fine though as does population growth. Its actually not a bad way to get economic worlds- since the maintenance is relatively low, you just let them build up and pay you in tax money. win-win :-)
well, lol, us 'veteran players' usually manage to keep 100% morale (if they wanted anyhow) and are able to rake in the money with high taxes (usually 69% or 79%) Depending on the version (DL/DA/TA) and tech tree (TA), Xeno Entertainment (+15 morale) is an important early grab as can be Habitat improvements (PQ 11+ worlds get a +10 morale boost), and Neutral Alignment (another small morale boost across the board) Throw in a morale structure or two, and a morale resource, and yo
I can answer at least one of those points for you: the Research points listed at the top of the Research Screen is NOT your total research, it should be your total BASE research (though its never been quite right anyhow). As for expenses, as in the Domestic Screen, you have to pay for the following: ALL of your BASE research, and 50% of all BONUS research. Use that knowledge and see if it starts gelling more for you
well, while my math in this instance IS correct lol, Sole Soul and I worked the numbers and found that the TC only will do the following: It only doubles BASE production (though production from a bonus tile counts as Base) It has a slight rounding issue, off a percent or so. The tech capital while still useful in TA, is considerably weaker than its DL/DA counterpart Its actually even less useful the higher difficulty and more research bonuses you have because i
OK, well to save Sole Soul some work :-) I loaded up TA 2.02 with the following set up: Custom Race- no bonuses other Political Party (War) and the inherent 5% pop. growth that Custom Races get (bet not many of you knew that) Difficulty= Tough, so no bonuses or penalties Using Terran Tech Tree At 100% production with 100% research: homeworld produced 24RP, as expected. To get to Advanced Computing one must research Planetary Impro
There are huge differences between DL/DA builds compared to TA builds. in DL/DA, since everyone shares the same tech tree/infrastructure, there is really only "one" most efficient build (I'm not saying its perfect, but it covers everything you need) which would be: 2 factories, a morale structure, a starport, a farm, the counter espionage (though if you think you can outspend AI espionage spending, then its not as big of a worry- i usually consider this one, important but not an absol
i think its good that there is a core group of us that have formed a pretty close bond with each other as gamers, and still browse the forums asnwering questions as we see them. For example, I see Sole Soul as the true successor of Mumblefratz and Iztok Bitenc; KzintiPatriarch may one day be able to at least claim parity, if not surpass, magnumaniac and wyndstar; and we still get jokes from Piznit and Dystopic. And KP is right, I know that there will be a few of us "oldtimers"
lol, i really need to start remembering to double-check everything before i post. usually im in a hurry and am doing stuff off the top of my head. strangely though, i assumed the 1 base speed based on the TA ship designer, which is what it places vessels at (though it also places vessels as having 0.0 range without any support). If I had loaded up the game itself I would have seen that.
ah yes, thank you- i knew i was missing one :-) The Thalans have two techs that give passive bonuses to speed allowing them to match the Terrans. However, the Terrans have access to a Fleet Warp Bubble modules.
actually last night was the first time i booted up GalCiv in about two months; there had been something on these boards (i think it was the "When IS it time to go to war" thread, and it piqued my interest in the game again. Of course...im just in the ship designer right nwo :-)
haha, nah, we've gone through rest periods before... right now our Emperor is off...hmmm...yknow he wouldn't say, I thought he mumbled something about a top secret mission to Kzin Home, and something bout a catnip bomb, but then I had been drinking some Torian Ale pretty heavily, so I can't really say for sure
Assuming Twilight (though the principles are the same for DA, just that all races base speed is 1) initial ship speed with no engines is 1 unless you are the Terrans/Drengin/Altarians where it is 2. The Arceans are a lil different: IIRC, they stll have an initial speed of 1, but it takes two passive techs to reach a speed of 2 (due to the -1 starting speed) So, technically having only Base Speed, +1 passive bonus for engine tech, and +1 grav acc would give you a Speed
just a note for new, and some 'veteran', players: the AI, especially on the higher diffilculties where its getting massiev miniturization bonuses, has no issues with building ships that can have attacks well into the hundreds and fleets with points in the thousands. They don't even need to go very far up their tech tree either (about halfway on the highest difficulty levels). So in short, unless you have the ability to counter the AI in a long/epic game, don't let them build up :-
lol, oh how the forums have been lacking in Piz's humor. Hmmm, though being the Terrans and making some "Firebat"-class small hulls does sound fun.
ah cool, that is a good find for modders/scenario makers; karma coming your way Scoutdog
a good player without score mongering should be able to acheive a very respectable 300-400K score without going crazy. But to get the truly high scores (600K+) you really have to start thinking about it in a totally different sense, where it really does become a chore of sorts. Some people enoy that, that sense of order and control, but i have to stop once i cant legitimize a "reason" for it
@KP: yeah, i need to redownload the UrQuan Masters; its one of my fave games. Though I'm not terribly good at melee- though I do alright with the Orz or PKunk ships; and even a baby can win with an Utwig Chugger
Doesn't sound like a bug to me. Unlike in Civilization where you could move your "Palace" at will, the Homeworld Capital is a static infrastructure unit in GalCiv. So, if you lost "Earth" and your capital moved to "Mars", there is only one way you could move it back to Earth, and that is to lose Mars and have Earth be your only remaining planet. In short, if you want your homeworld to always be your real homeworld, don't let it fall into enemy hands.
i actually kinda like the ship Seth, kinda has a SW feel to it IMO, but nothing wrong with that of course
cool, thanks. I mean, its obviously not something that can happen in a MV game, but good to know that it IS possible.
ah, thanks for clarifying SS, i knew that you get less out of each morale structure/civ bonus as yer population went up, but for some reason I thought it was due to the building abilities not stacking, or the idea i posited, or some such nonsense. So wait, is it possible to have worlds with higher than 25B people? That is if you were to mod the structures to give ungodly amounts of morale boosters; or does the population modifier after you hit the 25B mark turn into a big goose
@bplshek: actually no, if you look at your approval rating for a planet it is always subtracted from a set point (100), and even with abnormally strong morale buildings, you still wouldn't be able to provide enough morale to offset the drag from the population. Your approval, when you hover/click on it, should look something like this (-57 from population, -5 from debt, -67 from taxes, +10 from high quality planet, +32 from buildings on planet, +12 for civ-wide bonuses) giving you a t
[quote who="bpleshek" reply="8" id="1970012"]This is because of the morale penalties for having large populations? Brian[/quote] yeah, you start getting some hefty morale penalties at higher populations, and eventually it reaches a point where you the penalty cannot be offset in any economical manner (that is, yes you can have a very high population world but you would have to have a very low, if any, taxes, almost all morale boosting structures on the planet