[quote who="Rhonin_the_wizard" reply="19" id="3703176"] Jagged Knife is an event from GC2, where colonies from Good aligned civs would break off and form their own civ. There were also events for Neutral and Evil civs. Sadly because of GC2 limitations they were minor civs so they were easy to conquer. [/quote] Okay, thanks. I vaguely remember The Jagged Knife now.
BIF
Banned for having skids and the marks they leave behind.
[quote who="admiralWillyWilber" reply="17" id="3703163"] I would like one for a fixed jagged knife. [/quote] I don't know what that means.
Banned for insisting that Melodic Metal is something other than an oxymoron. With, admittedly, somewhat cool costuming.
[quote who="Go4Celerity" reply="22213" id="3702805"] Banned for banning without an avatar. [/quote] Here's my Avatar: Banned for forcing me to learn that there is such a thing as "Melodic Metal".
[quote who="Frogboy" reply="14" id="3703116"] Quoting BIF, reply 12 Quoting mrblondini, reply 11 I see BIF's frustration
[quote who="mrblondini" reply="11" id="3702927"] I see BIF's frustration - "why do the Peacekeepers kill my ass and not the AI's ass as well/instead of mine because they started it/don't want peace, which I've offered!?" seems a fair question. [/quote] I just want the option to say "no thanks" when setting up a game. That's all! [quote who="Frogboy" reply="9" id="3702908"] I changed them for 2.8 already. Had the same experience. <br
Thank you both. I'll check it out during my next gaming session. This will be a decent choice for this game instance. Going forward, I really really want Monsters, Peacekeepers, and other "godlike" races to be customizable during game setup. Please, please, please!
Thank you, but no; that's NOT a consolation. I need to remove them or else dozens of hours will go to waste in this game instance. And I need to prevent them from ever appearing again. I can shut off pirates, but not Monsters or Peacekeepers. The Peacekeepers are not keeping any peace; they are at War with me. I can't defend against both them and the Drengins, and the only way possible to stop it (getting a peace treaty) is not possible because the Drengin don't
Yep, I just got this. It's ruining my current game. Drengin declared War on me, WILL NOT accept peace under any circumstance, and now peacekeepers show up and kill my battleships and carriers! How the hell can I ever hope to survive when a supposedly "godlike" entity decides I'm in the wrong and proceeds to exterminate me while the enemy who declared War on me won't enter into a peace treaty in good faith? <span style="background
To see the layout of planet tiles, I should be able to do that with powerful enough sensors or at a close enough range. Except for planets that are enshrouded by weather or shielding, I should never have to put a spy on the ground. I shouldn't have to send a colony ship either (for planets not yet occupied by any civilization), but that's a whole 'nother subject. A spy could spend the next 30 years just learning about the geography; more if the planet's development
Thanks! Back to the War Room...
Double-Banned for saying "fed" too many times. Single-Unbanned for using "fedoras" in a sentence.
Oh, thanks for all that. But several times already, I've done a sharp turn to port or starboard while outside of their FOV and they'll make that turn with me immediately. If I turn back, they'll turn back. Their FOV is 2. Mine is 11. They can move 4 tiles, I can move 7, 9, or 11, depending on ships used and fleet compositions. I'm not so close to them that they should be able to guess THAT easily and THAT accurately all the time, every time.
Okay, thanks all. Without some additional information, I'll call this a possible bug. Strategies are important and they should follow the rules of in-game physics. If an AI is getting a sensor benefit that I'm not, then as a player, I need to know what it is and why. And most importantly, how can I get that benefit too, because "strategy".
Drat, foiled again! Thanks, however.
Must it be predominantly Malevolent, or "just a little mean streak"?
I have the required Promethion and Artocarpus Viriles. The Mobster icon is dimmed. The Promethion requirement next to it is dimmed but I have 65 in my bank. The Artocarpus Viriles icon is dimmed, but the number "1" next to it is bright. I have 4 in my bank. My Idealogy is Benevelolent. Do I need to be more evil in order to have mobsters? If not, then what else could it be?
In my current game, I have some squadrons of Drengin ships that seem to be able to see me, even beyond their 2 tiles of sensor vision. I can't seem to employ one of my favorite strategies, and that is to always have stronger sensors than my enemies, and slightly faster ships too, so that I can lead them into a trap. But it's not working in this game. Whenever I turn, he turns. Whenever I speed up, he speeds up. Even if I'm outside of his 2 tiles of vision. 
I think it depends on the totality of your idealogy and other factors that make another civilization love you, tolerate you, or hate you.
Thank you for the input. Interesting logic, all. I don't mind having to transport the Galactic Citizen to a planet of my choosing. There's a reality there, and real risk too; I've lost a few to pirates. But yes, the Galactic Citizen always being born on the home planet seems not right. He/she should be able to be born on ANY planet in my civilization, maybe partly due to what's going on on that planet (lots of research, a real bang-up center for ship manufactur
When you retire them for big projects, do you get more bang for your buck if you retire higher levels, or is it moot enough that you just use level 1s and 2s?
[quote who="admiralWillyWilber" reply="3" id="3702548"] You could cancel the route. [/quote] Well, damn. I didn't know that. A new strategy. I wonder how long that would take to impact Blue Lady's sentiment. I'll keep that in mind the next time it comes up; thanks!
Some of the tech tree items take a lot of turns to complete. Some ships, especially the large ones with lots of advanced drives or weapons, are very very expensive. And some tile improvements can really take a long time to finish. As my scientists, engineers, workers, and economists level up and as my civilization grows at the same time, I'm thinking that at some point, it makes sense to pull my highest ranked scientists and economists back to "Working For Government" so t
Banned for not dreading lords.