Double-Banned for saying "fed" too many times. Single-Unbanned for using "fedoras" in a sentence.
BIF
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.
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.
Oh, I see. An interesting conundrum, as it would be in real life. I will look at that next time. But what could I do to satisfy her? Declare war on her enemy?
Okay, not sure what you're saying. I find it just as challenging. Civ V, VI, and GalCiv II/III. To me, it's not "only" hexes, but that's a major component.
CivIV was great for its time, and I especially liked the colonization game. But it used square tiles. When the world went to hexes, there was no going back. It was like turning a bicycle into an airplane. A bicycle will never really change, but now that we've flown, neither will a bicycle ever be the same again, and will never be quite as good as it was in it's heyday. I never even THINK of playing a square tile game again. Not even a little bit! <
The Altarian leader just now told me to stop trading with a civilization that they are enemies with. Bu'bu, wait a minute, dear blue lady...YOU are the only one I'm trading with. Are you at war with yourself?
I'm still bored with "Space Monsters" and I still wish I could control their frequency in game setup. As currently coded, they (and everything about them) is a colossal waste of game time, like picking up every teeny tiny banana or health trinket in other games. Eventually, they spawn so much and cause so much trouble that I am forced to field a battle detail to go take care of the problem. But winning against them is akin to eating rice cakes. Flavorless and
How near to the enemy planet does the culture starbase need to be..."near" or within zoc?
I've never been clear about the proper placement of these. Should they have a planet in their range? If so, are they more effective around my planets, or around opponents' planets? Are they effective if a Starbase (mine or opponent) is in range? Are they more effective if somebody's trade route goes through one? I'm just trying to figure out how to use these or if they're even worthwhile. It seems almost that military starbases are not effective unl
[quote who="leiavoia" reply="71" id="3682447"] Quoting BIF, reply 69 Quoting leiavoia, reply 51 Uhhh, wait a minute. I suppose I neve
[quote who="Frogboy" reply="74" id="3685530"] Step #1: Increase our budget by 8X to be in line with a typical Civ game. Step #2: ??? Step #3: Profit [e digicons];)[/e] There is so much ahead for GalCiv III and since the Civ IV and Civ V teams now work with Stardock (Mohawk Games = Civ IV leads, Oxide Games = Civ V leads) we have been able to compare notes. BTW, GalCiv III's original designer was Jon Shafer (Civilization V). Yo
[quote who="tetleytea" reply="65" id="3685469"] So, to convince you on the ideology point: Benevolent can rock in a Tiny galaxy. Free colonies? That and Brindle are a big deal when you've only got 3 colonizable planets. On anything large, though, not so much. You get a few free administration, but 51 planets instead of 50 is not a big deal. Certainly not enough to spend an empire-wide ideology over. Besides, you can hire colony ships as mercenar
I agree. This is doable and desired, especially with today's high resolution monitors.
More ideas are a good thing, but we should be careful not to take it personally when others disagree with us. It was not meant to be personal; just that the arguments given did not sway me. Don't just tell me I'm wrong, because that'll never advance the conversation. And best of all, I can promise that if you convince me that your argument has merit, you will have no stronger ally, no more vocal champion. But to get that, you have to actually change my mind by convinci