The trade ports boost credit flow, although the Advent ones may be set to boost resources. Everybody else has a refinery to boost resources, the Advent have one structure that does both (although it can only do one at a time).
George Simpson
What about raiding planets? How much econ damage would a group of siege frigates nuking a planet do? Not only would your opponent they lose the income of the planet until they can recolonize, but they also have the negative income while the planet is being redeveloped, the loss of population, and they'd have to rebuild all planet developments. Might be more cost effective than attacking orbiting structures, which are generally cheaper to replace than the ships you'd lose in the attack. I kno
I could reliably show up for a Wednesday or Tuesday game reliably, I think. It would be cool to get a recurring game going that we only played for a few hours a day, we might actually finish a game on a large map.
I've found that putting planetary rally points directly on a starbase works pretty well. Once I get a "no more modules are available" message, I can just move the rally, automatically sending the constructors still in transit to the next starbase. I suppose that would waste a little time if the next starbase I wanted was on the other end of the galaxy, but I generally have a rally point for each border of my empire.
What tax rate are you running?
I think that's it's constant throughout a game, they just changed the flat rate for this update because other changes have increased overall cash flow (in theory... maybe).
By the way, you don't actually need the toxic world tech to invade the planet, just to colonize it. If you invade (or otherwise acquire) a planet that you don't have the colonization techs for, you simply won't get any production on the planet (no hammers or shields).
The quality of the planet is somewhat mutable, it simply refers to the current number of usable tiles. Terraforming will improve the quality of the planet. It's quality will also change if a civ. with a PQ boosting ability score gains control of it. Many invasion techs will reduce a planets PQ permanently. Finally, a planet can be reduced to a PQ of zero if you choose to destroy its colony. As for the population relation, I'm not really sure if there's a maximum population outside
They actually wiped out the Drengin for me in the first campaign map. That was my first Gal Civ II game, so I was the worthless ally that time. They managed to colonize a planet in the drengin system and wiped them out shortly thereafter... I never even SAW a Drengin ship aside from their initial scout.
Even planets you have no colonization techs for are still useful. It doesn't take much in the way of an economy bonus for them to be profitable once they reach 6.00 billion people. Once you buy a basic farm outright on them, you can let those "useless" planets sit there increasing your population, paying you a decent amount of taxes, and getting you re-elected.
Think about the headache that having differentiated soldiers would become. You'd have to have some sort of way to track which of your billions of citizen soldiers are which, some way to control which ones you load into a transport etc. While some kind of elite troop type sounds fun in practice, it wouldn't really work too well in Galactic Civ II.
No, you can't orbit planets that you don't own. You can still use ships to get in your opponent's way, but you can't completely block them unless you have eight ships surrounding the planet.
Add "peace treaty" to the negotiation screen. You can 'buy' a peace treaty just like anything else on their side of the diplomacy screen, but you need to specify that it's what you want.
You can move your mouse over the morale in the planetary view to see a breakdown in planetary morale. You'll probably find that population is killing your morale. The morale penalty grows exponentially as you get a larger population, so the practical limit for planetary population is pretty low. There's also a ceiling on how much benefit you get from racial abilities, so I don't think a race with 300% morale would have any advantages to one with a 200% morale, that's why you don't seem to be
Or maybe it could be like the universal translator. As long as [U]you[/U] have alliances you have the option of proposing them just like only those with universal translators may open race communications.
I've seen that, it seems to be the result of the game waiting for one of your ships to move (maybe related to the autopilot leftover movement error?). The turn button usually came back (along with the computer taking its turn) if I tried moving all my ships to someplace they could reach in one turn. I witnessed this in the 1.80e build, but I'm guessing it's the same issue.