The species rating. Yours is under Stats on the Domestic policy page, and the AI's is under Stats on the Foreign Policy page *if* you have Medium-level or better espionage. Higher numbers makes for a higher max population per planet for a given level of taxes. ~SDC~
Freddybear
Propaganda helps add population, by raising the morale level on the planet. ~SDC~
What's your morale bonus % compared to the AI's? (you can find this on the Stats pages if you have enough espionage) ~SDC~
I'm playing 1.04. Normal diff is a bit harder. I get an occasional CTD that I can't reproduce. ~SDC~
Put a few military bonus modules on the TS to assist your escorts. ~SDC~
That's correct. The "Nothing" choice wastes whatever % is allocated on that planet. You can generally find profitable buildings to work on early on. Once you've built the core stuff on all your planets, you can lower your Social slider to zero. Then only crank it up when you have something you want on ALL planets. By this point, you should have enough of an economy to buy or lease new trade goods and Galactic Wonders when they come available. ~SDC~
That's correct. The "Nothing" choice wastes whatever % is allocated on that planet. You can generally find profitable buildings to work on early on. Once you've built the core stuff on all your planets, you can lower your Social slider to zero. Then only crank it up when you have something you want on ALL planets. By this point, you should have enough of an economy to buy or lease new trade goods and Galactic Wonders when they come available. ~SDC~
Yes! I suggest that we start out around Normal intelligence levels. Can we put it in the Library on galciv.com? ~SDC~
Trade modules only give the bonus when the little ship is in their sector. I usually go from a frontier world to a world close by, preferably on a straight path between sectors. That makes it easier to set up Trade starbases to cover the whole route, but your trading partner might not like it if you put starbases in his sectors. ~SDC~
The Arceans are very touchy about forces in their neighborhood. ~SDC~
Diplomatic Translators. They make it that much easier to get everything else in trade. The Galactic Stock Exchange is real high on my list, so is Eyes and the Hyperion Mfg whatchamacall. ~SDC~
Load your Terror Star up with the other military modules to give your escort ships a sizable advantage. ~SDC~
There are too many variables to make for easy and consistent scoring across different games as it is. How would you factor in the potential effects of some arbitrary mods? ~SDC~
I'm still perfecting the Good But Devious Trading Strategy, so yeah, I tend to do the same sorts of things. ~SDC~
I don't think the minors get a bonus, they just don't spend their startup cash on colony ships since they're not going anywhere. ~SDC~
The Fundamentalists will leave you alone. ~SDC~
I was one of the ones who complained loudly until I played more, then I decided it's not that big of a deal. ~SDC~
The embargo would be something you'd pay another civ to inflict on your enemy. Ordinarily it's should to cost you a premium over what those routes bring in, modified by diplomacy etcetera. ~SDC~
You do want to look at who you're selling what. Selling Aphrodisiac to a race that's already dominant in population isn't a great idea, for instance. Or selling any of the morale improvers to a race that you're destabilizing. ~SDC~
High destabilization spending just about guarantees that they'll go to war with you when they catch you at it. Why not control your trade-interdiction force yourself? ~SDC~
The only trade goods I absolutely won't sell is Diplomatic Translators. I wonder if the Ultra Spices made the difference with the Altarians in your game. That sounds more like an Influence resource working. I bet they had more than one blue cube starbase going. ~SDC~
Ah, yep, that works for me. Thanks! ~SDC~
I have a drengin.net subscription but I don't see the option to download the new patches. Stardock Central software entry for Galciv shows 5/9/2003 in the "updated" field, but no "action". ~SDC~
Mil & Soc production bonuses are only for the sector. ~SDC~
I've used destabilization; it can be quick if you can put more money into it than the whole of the target's economy. ~SDC~