Oh, is that what I did that made the same thing happen? The only thing I was doing different from you was that I was already in a game that had progressed a few dozen turns and ended up loading an auto-save because I messed up and gifted a tech I didn't mean to. It particularly doesn't like it if you load a save whilst in play - that almost makes the game fall over on its own.
Ash_Paradox
Absolutely, this. I just turned the air blue because I made this mistake (the AI offered it to me for like a hundred credits...I thought 'bonus', totally having forgot I'd not researched its alternative tech variant (that I actually wanted).
Any likelihood that the negative approval causes will be show up on mouse-hover soon? I like the fact that the factors making my people happier are displayed on mouse-hover over the smiley (or more usually, sad) face however I would like to see what's annoying them too (e.g., overpop - seems to hammer my capital planet, or any evil - sorry, malevolent- planet choices) so I can try fix them.
Robots wouldn't need to worry about the population aspect, though - they just build more. I could see the sense in them taking a hit to their civil production when they get their butts kicked. Whereas a simple public order penalty (which maybe gets worse the closer to the planets you lost are) would probably suffice for everyone else - as they start to see the frontline get closer to them they get all "oh crap..." while war is still (literally) light years away for
It already does, provided you don't have open borders with them. On the side bar there's a notifications tab - they'll show up in there.
I don't get the war frenzy thing, really. It just seems like a cheap way to make the AI not immediately be on good relations with you (and I notice it's harder to improve those relations than it was previously - everyone is 'furious' with me even though I've done bugger all wrong to them. You're right, though - having its backside handed to it doesn't make the AI as willing to make concessions as it should. Conversely,
Could a visible radius be added to the SYs same as it is with SBs? I've fallen foul of that a couple of times and had to spend what feels like forever unanchoring and relocating the yard. On that note, any chance of unanchoring and relocating SBs that you thought you'd placed right but hadn't, or if you have a military SB where you don't want one anymore (such as a military SB which is now in the middle of your territory, having expanded significantly si
Why would you voluntarily give the AI bonuses like that with no benefit to yourself? So basically, if you research it first you have to give it to everyone to get the benefit. Same as Alliances - it needs both sides to have access to the tech before it can go anywhere...
1 - Ship roles. Make them not be set in the design phase, but pre-battle, allowing you to switch roles based on what your fleet is made up of (I'm the sort who just cobbles fleets together out of whatever I've got nearby), and what your enemy has. 2 - Multiple diplomacy transactions per 'deal' provided you stay on the screen. 3 - Faction elections. Would be cool if it was linked to your actions rather than your approval too (e.g.,
On the plus side, it's good to see that Starbase defences really aren't what they used to be. I remember losing fleet after fleet to a Thalan AI that had gobbled up like half of an Insane map, grabbed a couple of military relics and proceeded to screw me over. Only gobbling up minors with hyperion shrinker wonders kept me able to hold my own. Still took like 4 huge fleets of absurd power to kill those bases. That brought them down a peg or two. </p
Yep it was the mass reduction thing. Kind of horrifying when I get declared war on by the AI and all of a sudden the ships I'd been happily producing for ages now vanish from the shipyard... And of course nobody wants to talk to me to make peace, so I must gobble them up slowly but surely.
I would think so - it doesn't let you add any more parts if it's over capacity? Although I will check when I next have a go, and get back to you. Thanks
So I made a new custom design (just some crappy Small glass-cannon type thing - nothing fancy, no custom parts or anything), and I've built a couple of it from one of my shipyards. I made three at the same time. I opened the SY and two of those designs weren't there? I definitely had the resources to build them (none of them even required any resources) and they definitely weren't obsoleted/deleted, as I even copy-pasted the design and called it something else to t
Don't like the ideologies in their current form. I invariably go for the pragmatic one first for the three constructors (who doesn't want free early starbases?) and then the benevolent free colony ship, because by then I've blatantly got a juicy planet I want to colonise. After that it's probably pragmatic stuff for eco boost and malevolent gets more or less ignored initially, and there's nothing to stop you maxing out all three ideologies. Probably
In fairness this was way more intuitive in GC2 - orange was always manufacturing and was typically cogs or something machine-like, blue was science, green leaves/wheat was food, etc. I think tourism, influence and approval/public order need making clearer. Also, the red (military) stuff - it isn't totally clear from the text whether they pertain to a planetary defence/resistance (what's the difference please?) bonus, or a bonus to military production.
Ah, yes. Thanks folks - it's all becoming clear to me now. :) Turns out that I'd selected a different planet to sponsor it. Can a planet sponsor two shipyards, just out of interest? [quote]As for the tax slider or eceonomy wheel adjusting it to the top is wealth adjusting it to the bottom left is manufacturing and bottom right is research The slider underneath adjusts military/social manufacturing[/quote] So, no faction
Hi, Been recently playing the latest beta - encountered a strange niggle/gameplay quirk I didn't fully understand: I made my first colony in a neighbouring star system. Built a few improvements before using the planet to build a shipyard (rather than use constructors to do it - they were busy building mining bases). When built, it asked me to select planet(s) to sponsor it, so I selected the planet that just built it, and another colony I had
Apologies if the ideas have been explored elsewhere. I have like an hour before I'm due to go to work so I lack the time to check - wanted to get the ideas down before I forget 'em though. First - Are there any plans for Scenario play? I'm thinking of one offering Asymmetrical Beginnings. By this I mean, in a normal civ game or Galciv game, all factions start out more or less as equals, albeit with their own advantages to help them progress fa
1. What specific features of diplomacy do you traditionally like the most? I want you to be as specific as you can be. Which parts of diplomacy from any game do you like the most? What parts do you remember long after playing the most? - I like the ability to tech/map share with friendlies. So much in fact that I dl'ed a mod specifically to add these features into Civ5. - I like treaties that stop short of outright alliance/war. Open borders, research/trade agreements, def
Well, the Drengin are known for their cruelty. From Rom Coms they would go on to reinvent the Twilight saga in the 31st Century. And those who survived would weep, wishing they wept tears of blood. And those not yet dying would beg for death. Just like many did a thousand years before in similar circumstances :P