" This is not odd at all in fact it makes perfect since. If the economy is strong which mean people can make more and if they make more they can spend more. Which means that they can spend money on luxury items which in turn can bring up a populations moral. Works in the real world so it makes since that it is put into the game." Do you know if tourism is accounted for in the approval/wealth scheme? I get huuuuge amounts of $ f
RadioBlues
I tend to start out with a factory for every planet, followed by farms and hospital and then finally some sort of wealth/research/influence/more factory buildings depending on what I want that planet to do (taking into account its bonuses of course!)
This reminds me of those 'Mayor Journals' back in Simcity 4. I loved them and they give you a lot of inspiration for your own games. Looking forward to part 2!
I reported this as well :) Support is aware
Does anyone know if map size plays any sort of factor in UP frequency? It seems on medium maps I get a UP resolution vote every 10 turns or so, but on large or huge maps it increases to 30 or beyond. This is with the frequency set to 'rare'
Very carefully [e digicons]:grin:[/e] This is why I tend to play on medium/large sized maps, Huge just gets to be a bit tedious right now. I am hoping fleet management will add in some cool ways to help with those epic armadas, and also, an attack->move button would be great to send off large amounts of ships to camp distant enemy planets while simultaneously wrecking everything in their path. Its really lazy, I know, but would add a wee bit of convenience!</p
I was playing yesterday a bit and found a few weird things: 1.) U.P. Resolutions that did not "pass" would appear on every subsequent U.P. meeting as "Repeal: [Insert Resolution that did not pass]" with every resolution that did not ever pass (there were a lot of them). 2.) Humans declared war on me in the second turn, but would vote for me to be U.P. chair every time (even after I wiped them out) - seems a bit illogical, unless they were just trying to placate
[quote who="Cauldyth" reply="16" id="3503191"] It's already been said, but I'll say it again - Youtube Let's Plays have been one of the greatest gaming boons ever. A single competent Let's Play is more valuable than all the reviews, previews, and forum threads put together. They've saved me a lot of money on games that sounded good in reviews and discussions, but immediately turned me off when I saw them in action. [/quote] I
[quote who="DaveyMcman" reply="4" id="3503172"] I am absolutely p'ed off with the EPA, what moron thought this up. the whole raison d'être for any Civ game is expansion. DO YOU UNDERSTAND!! Expansion, and the very first united nations resolution is to stop expansion. I have started the game 5 times AND EVERY TIME the first or second resolution is the EPA. Its like playing half life and then a new rule says violence is not permis
[quote who="XavierMace" reply="33" id="3503155"] I just have a hard time understanding people complaining about "immersion" in a game like this. It's a game set in the imaginary future with imaginary races, and imaginary star names. Not to mention the game is known for being humorous and the star names aren't even visible most of the time. The first game I played I sat there going star by star to see if my name showed up. That ended up being too tedious an
To fix that I usually send them in opposite directions and then hit the autoexplore button after they're well away from each other. Thing is, they'll both chase any anomaly that you've discovered if it is the only one they have to go pick up. Autoexplore ONLY when you're feeling exceptionally lazy!
Brilliant idea!
[quote who="Derracs" reply="25" id="3502944"] I get that people don't like some of the star names, and that's a perfectly reasonable criticism, which I completely understand and sympathize with. I just found his tone to be overly dramatic and I believe analogies should used sparingly and remain somewhat relevant. I love a bit of humor and even enjoy witty sarcasm, but while his analogies
[quote who="DARCA1213" reply="16" id="3502984"] Quoting RadioBlues, reply 15 On-topic, has anyone made an ultimate "tank ship" that is good at simply drawing lots of fire and surviving to tell the tale? I would really love to see some of these to include them as my vanguards, ones that travel ahead of my fleets to make AI&
On-topic, has anyone made an ultimate "tank ship" that is good at simply drawing lots of fire and surviving to tell the tale? I would really love to see some of these to include them as my vanguards, ones that travel ahead of my fleets to make AI's waste their attack turns.
[quote who="Derracs" reply="23" id="3502787"] Very few people manage to whine to the point of being annoying to me, but I feel like you made the grade. Congratulations! [/quote] You shouldn't let anyone on the internet annoy you. If their opinion bugs ya, just ignore it and move on with your life! I also didn't feel that his opinion was whining very much, it is profoundly clear that many people do not like having their gaming immersion me
I second this! But in the mean time, you can look at all your shipyards using the tabs below the minimap.. not exactly what you're looking for, but it does help a little bit for a big picture
[quote who="Gilmoy" reply="13" id="3502914"] Quoting Thecw, reply 10 Galactic event: Wrong band arrives at rock concert. Instead of the 'Angelic Soothing Singers Collective' the band ' Disaster Area ' ...
[quote who="Thecw" reply="10" id="3502865"] Quoting RadioBlues, reply 8 Interesting concept for a mod though, I can see the Drengi fleet chasing after your rock band because their metal concert wasn't brutal enough Benevolent: You host a charity rock concert to benefit starving Stardock Developers. <br
[quote who="Gilmoy" reply="6" id="3502839"] Genre mash-up modding possibilities abound! Space trader , c.f. Lavamind's Gazilliionaire. You build a Trader ship, and race other empires' traders to buy cargos cheap and sell them dear. It's almost RPG-like, with your ship as a "character". &nb
[quote who="Thecw" reply="2" id="3502632"] A thought occurred to me: The 'go to next' infrastructure would be every useful for creating ship patrol lanes. A ship in 'Patrol' mode would simply follow a (cyclic) way point chain, but when an enemy is detected it should abort motion and thereby alerting the player to the enemies presence - because the 'Turn' button will show an idle ship. [/quote] This is indeed a great idea! In lieu of a patro
[quote who="Edladner" reply="1" id="3502528"] ISeeYou - biggest platform you can use and load nothing but sensors. the biggest version carries 14 subspace sensors and can see the entire huge map. It cost over 2000 bc. [/quote] Very cool! I will be making one of these badboy's today, I'll call it Edladner's Eye in your honor :) [quote who="Illauna" reply="2" id="3502532"] I used to make specialized "People Mover" colony ships in
[quote who="XavierMace" reply="15" id="3502570"] Quoting Thecw, reply 12 127.0.0.1 is the self reference ip number of a computer, also known as host system or home system. But clearly you did get that, since you made a reference to 'There is no place like home'. [e digicons]:)[/e] <br
Today I spent a few hours in ship designer, just to make that one penultimate badass ship that eats everyone's souls. While I was there I decided to mess around with making some ships that had great utility for certain situations, and I thought to myself "damn I wish I would have thought about this 200 turns ago!" So I was hoping some of the more experienced players would post some of their helpful ship designs, and purpose. A few that
[quote who="Larsenex" reply="2" id="3502240"] Yea, I am getting to like 'uncommon habitable and tight clusters' WAY more than even spread of stars and lots of habitable ones. Its just my personal preference. I really like an 'island Empire' with med to large voids between the next island of stars. This allows me (and the AI) to build infrastructure inside the Empire up before going out and conqueroring/Culturizing the next area. <br