Well I'm not sure if it's broken. I made a non-aggression pact with a Yor faction that should by all visible evidence have declared war on me. They didn't. They declared war on the other half of the galaxy in the next few turns though. I don't know if it was the non-aggression pact that did it, but it sure seemed that way. On the other hand, I think it should be possible to break such a pact, but you should take a huge negative diplomatic penalty from all other factions for a
Slapstick83
If they made it cheaper to upgrade ships by a big factor, then money would actually matter more. Right now there's no chance I'll blow 2k on upgrading a ship that I'm as likely to lose as to keep the next turn. The opportunity cost is way too high. Right now I treat ships as built-to-die because they won't remain technologically valid very long, you can't repair them, you can't upgrade them, you can build one each turn, and you don't really pay much for them (no cr
I try to imagine this from the point of a minor race. How would we interact with a huge, scary, inter-stellar, tech savy alien race? Probably skeptically at first! Any deal that is not a response to an outright threat would have to come with some guarantees. Don't kill us, don't let anyone else kill us! If that's the deal, then paying tribute is definitively worth it, most likely by promising exclusive trading deals. Also sharing tech would be a worthwhile price to pay,
I agree the lockout period is way too long. In a game of mine I had the Altarians as a buffer zone between me and a highly aggressive Krynn faction. I had just allied with the Altarians, and was very happy to let them be the buffer between me and this war-crazed lunatic. However after a few turns it became apparent the Altarians didn't have the fleet power to stop the Krynns, and I wasn't about to let the Krynn effectively double in size by swallowing the Altarians and then becoming m
It might be that you happened to click "save as template". That only saves the ship design , which is to say - without weapons and engines and such.
Some good points. 1) The unique structure is per race, not per universe. I don't want them to be "wonders" that whoever get's first is the only one who can have them. However, they shouldn't stack. Just make it that simple. No stacking Hyperion bonuses, even if you capture them. 2) I partially agree. Ideology points is too reliant on colonization events. There's no/too few mid or late-game events that gives bonuses, and the buildings are a bit 'meh'. At
Thanks a lot for the in-depth responses guys! I've been tinkering with this during the evening with your responses in mind. Seems like I've over-emphasized production on non-shipyard worlds and under-emphasized population in general. With the new approach I'm at least holding my ground and having a buffer of paper-planes with torpedos to kamikaze against the Yor (again!) and hold them at bay. I did set up a couple of hybrid worlds at start, which seemed fairly ok to bridge
So I played my first game (of GC ever btw) as Yor and rocked a game at "challenging". Felt like Yor was a bit of a powerhouse, with being able to build population and not spending any planet space on food, so I thought I'd give humans a try. I'm on my 4th try now... I also play on large or huge maps with 'occasional' habitable planets and all AI opponents in the game. So not a whole lot of elbow-room. Not really on topic, but is that perhaps more crowded than the game is suppo
Approval is a function of [approval score / population]. A lot of things can factor into your approval score. For you, number of planets is not one of them. Everything else still is, so you can still have a less-than-perfect approval.
Firstly, how can they even *have* a 2k debt? I don't get it. Secondly, this happened to me as well - however I found that on one world I got from them they had *just* purchased a shipyard. I cancelled it as it was still not built, got all the money back, and was right back to where I should've been with cash. It might have been a similar instance.
Intro: So I had craftily smuggled 3 delicate ships deep into enemy territory, a sensor ship, a troop transport, and a starbase builder. Since none of them could defend themselves, I had them hastily circle the wagons and create a massive, well-fortified starbase in which to hide. It went so well, that the troop transport is still missing. I can see it (with no Icon) in the shiplist. The starbase does not have the ship in the "defending fleet" window, but it DOES list a mysterious '