Never mind, I did my math wrong. *LARTs self*
Arcanum3000
It will? So fractions are rounded to the nearest whole number? I thought it always rounded fractions down, making 16 * 105% = 16.8, rounded to 16?
A question about the nerfed PQ bonus: Isn't +5% PQ mostly useless, since numbers are rounded down to the nearest integer, which means you don't get any bonus unless you're on a planet that has 20+ PQ naturally (which aren't exactly common)? Am I missing something?
Battlehammers for defense? Heck, they're my primary offensive ship once I get them up until I get Dreadnaughts! :) I agree, though, that the AI could make better use of them.
Here's the deal on the AI, AFAIK: All AI know where yellow stars are at the start of the game. They may know where resources are (last I heard, even Brad wasn't sure about this). At all levels below Intelligent, the AI gets LESS money from taxes than you do. At levels above Intelligent, the AI gets MORE money from taxes. On Intelligent, they get the same amount. Other than that, the AI plays by the same rules you do, excepting bugs.
What other software is running?
A few possibilities: 1) Balance, to prevent a single planet from being TOO uber-powerful. 2) To avoid integer overflow. This is highly unlikely, as the values would roll over at either ~65000 (that is, 65,000 million population, or 65 billion) or ~4 billion million, both of which are well off from 100,000 million. 3) It's a conceptual maximum number of people you can theoretically fit on the planet. It's probably a combination of 1 and 3.
An attack of 134? I've only seen them with attack ratings of 40. Then again, I'm not usually the one who deals with them. I usually let the computer do that. :)
Possibly both. The graph shows currect technology spending. I think the ranking is for how much technology you currently possess.
I have played both MOO3 and GalCiv. At the moment, GalCiv is definitely the better game. That's not to say that I think MOO3 is *bad*, I just don't think it's notably *good*. Fortunately, this may well change once the code patch gets released. It sounds like many of the obnoxious and annoying problems are going to be fixed.
Yup, there was a tribute bug in the older versions where the computer would gain money by "paying" tribute. Thus, they think it's a great idea to take a system from the player and gain 6000bc/month from him.
Ok, just checked on the income lost. It's not actually lost. It's something funny with the calculations tied to the sliders. I can't really explain it well, but the money is still there, it's just getting reallocated strangely so that it looks like your money is getting lost.
What's there to fix? 58% with only one morale upgrade is just fine.
thongor: Changing your production ratios away from roughly 33% in each category apparently reduces the overall efficiency of your empire. If you set your spending so that you're breaking even or spending a few bc per turn less than you make (i.e., you're making a couple bc per turn) while at 33/33/34%, then change to 0/0/100%, you'll end up losing money. This is particularly obvious when your economy is large.
Yep, I almost got my butt kicked by the Torians once. Then I used a couple terror stars to obliterate an entire cluster of their systems, causing their entire economy to collapse. They never really recovered from that. :)
Also check your military maintanence. If you've built lots of expensive ships (battleships, dreads, etc.) that could be doing as much or more damage to your bottom line.
I never have problems with money either, even when I'm not doing huge amounts of trade. I set my tax rate to ~50% almost immediately, and hardly change it, and I still try to build just about everything on all planets (though they never all finish building it).
The way I typically do it (I've finished games up to Sub-normal intelligence, and am doing quite nicely on a Normal game; I'm working my way up the scale :) has a few aspects: 1) Crank tax rate up to 50-55%. Morale goes down a bit, but it recovers, and this gives you more income later in the game! 2) Crank overall production to 100%. You will go into debt, but I scale back once I hit about the -500bc mark. 3) As long as I haven't run out of easily accessable worlds to colon
I wonder if Brad could rename the Galactic Guide Book to The Hitchhiker's Guide to the Galaxy without getting in to copyright/trademark trouble... :)
You're essentially committing mass slaughter when you invade a planet anyway. If that doesn't lower your alignment, neither should terror star use. I do think it would be pretty cool to be able to build new planets in star systems. Not sure how it would be implemented, but I'm pretty sure it should be a seperate construction task from the terror stars. Or maybe be able to build Dyson spheres: It's a long social project for a planet, and the result is that all the regular planets in
Maybe the frequency of the UP appearances should be customizable at the game start?
Works fine for me. I use it all the time.
Here's something similar to do with AIs who are attacking you (works on sub-normal; dunno about higher): Build up your cultural influence in a sector with 2-3 systems, but leave one without most of the cultural stuff. Trade that system to the AI for peace. Wait until the system rebels against the AI and comes back to your side. When the AI attacks again, perform a holding action until he's ready to make peace for the system again. Lather, rinse, repeat. :)
Quellar: Exactly. BTW, I can't find the FAQ I saw with the economy bonuses now. Oh well.
Let's see... 1) Bullpucky. Develop a strong military early on and you, too, can use extortion for fun and profit. 2) Never seen it happen. IF it does happen and only at very high difficulty levels, it's probably a side effect of the bonus taxes that AIs above Intelligent get (at least, I think Brad mentioned the AI get that in the past). Check out the GalCiv FAQ for details on how much. 3) Never seen it happen. The AI knows where the good star systems are, and M