Peter, Repair: I base the following on play-observation only. (I have not looked at the code; perhaps a more experiemced player can either confirm or elaborate). The repair rate appears to be a standard (base) rate of 1hp/turn in space, and 2hp/turn (i.e., doubled) in orbit. You stat bonus is added to this, rounded down. Thus, to increase the number of hp's recovered, your stat must either be 50%+ (in orbit, raising it from 2 to 3/turn) or 100%+ (in space,
Def Zep
Also (having transferred from Lucent to VZ the hard way because my sales dept. couldn't figure out how to sell anything I wrote)... a) acquire (or create) your own website; b) post examples of your programming; c) direct any interested respondents there for proof of your capabilities; d) wear a suit to the interview. (Shocking, I know, for this field. But given the people I myself have seen come in for a position in my division, this alone warrants m
It is possible you are being destabilized by a larger Empire. My experience has been, should you be outnumbered (population-wise) 2+:1, propaganda and resistance will have limited effect. The affected planets will go into rebellion no matter what. Also, the symbols may be appearing after the planet has failed its loyalty check (i.e., it's already lost the first roll). This is an important distinction, since newly founded colonies will immediately show their dissatisfaction befo
*Bump* ~SDC~
Exactly, Val! And not only that, AkTR's can be "parked" outside a poor PQ planet to "liftoff" malcontents without wasting IU's on an (otherwise) useless Colony ship. They've got enough MF (and DF!) to simply tool around new colonies filling up. Once at 5k, they're roaring to go (and your morale is at +80!). ~SDC~
#7 ZaH, Agreed. My strategy got seriously changed by your excellent analyses on other posts (and 1.03 ;) ). More = Better. ~SDC~
Dooey - You cannot reverse votes. Also, you cannot yourself propose anything - you can only vote on what is proposed. Morpork - It depends on the resolution. Some are permanent. But you're right - should you leave (and your Empire be big enough) the AI screws itself as much as you. Plus you get to break any current trade routes it may have with you, without affecting an Alliance - good news if you're about to attack your "partner"! ;) Roundball - Good question. Never tried it.
#5 Mike, Disagree. Destabilization can, over time, radically alter the balance of a game. It works best on a Large/Huge map. (If at Small/Tiny, simply blitz.) To accomplish, start at minimal settings (i.e., the first "peg" on the slider) and wait for either: a) the I-League to be formed, or b) the first report of a defection (from the targeted AI empire). You do not want to be discovered destabilizing. If you are, your diplomatic relations will tank, and the t
DF, You can, but it is far more difficult than going for the immediate bonuses and writing off any AI alliances. Recommendations if going for a "high morality" win: 1) Oddly enough, always take +PQ random events. You will need a small, high-quality Empire. The Saints will "overlook" your lesser morals if you can: (a) trade with them and (b) supply them ships, techs and credits when they are in a war. (Which, of course, you want, because they are your "shield" and should do much
Ray, Excellent advice. Good to see you on the boards! ~SDC~
Tow, BOTF had many great ideas. Unfortunately, Hasbro pushed the design out the door and did not give the Dev's time to finish the game. In its shelf-release, espionage was disabled. Thus, the Romulans were completely neutered. None of their advantages/specials did anything. Luckily, some "Enterprising" modder's really went to work on the basic code, and did an admirable job rectifying many of the problems. GalCiv is an incredibly well-programmed game. I am su
Dug, Clusters (tight or loose) will restrict the range of constructors, simply because less sectors will be immediately "settle-able". I have found the actual resources, however, to continue to be evenly distributed. ~SDC~
Undecided. Corvettes are already a "dead end" path. On Large+ maps, they are not worthwhile researching. However, on Small & Tiny maps, they are very useful. They can blitz an adjacent opponent without too much trouble. A second problem is, increasing the sensor range on a Starfighter will cause it to interfere with the role of a Scout. Another suggestion: Keep Starfighters "as is" ("are"?). Improve Corvettes with +1 speed, concurrent with their role as a rai
Yeah, but Bobo still rules! ~SDC~
#5 Force, Yeah, but I just bought it 15 mos. ago, when it looked like it had a good stable of upcoming new releases. I think Infogrames' problems in particular are related more to its poor understanding of the American (vs. European) game market and its failure to capitalize fully on its potential. But, as is the case with all investment decisions, YMMV. At least I'm still holding it! They put out a great, glossy annual report. :) ~SDC~
LK01, You may have enabled "auto-launch" for certain planets. When a TR is built, it will immediately deploy adjacent to its home system with a half-load. You can reload it by moving the TR back into its system and following the Welshman's advice. #3 Cari, It would be very helpful to have an "entry box" (like money transactions in the diplomacy screen) to load both TR's and Colony Ships for the benefit of those of us who don't have mousewheels (laptops, older
#8 ZaH, Agreed. Minors can be tremendous trade partners mid- to late-game. Building and donating freighters to them is a great idea! #7 Star Pilot, I too have seen "expansionist" minors. I started one game in a corner, with the Carinoids in a system two sectors away from Sol. They immediately produced a Corvette (! - on turn 3) and a colony ship, and took one of the 3 available yellow stars in my area by turn 7. Since they had better technology than me, I had to b
#8 ZaH, Disagree. I have played games under 1.03 where wandering settlers colonized a new system in the game. This random event has occured 3 times to me. They always start with one free tech, which appears selected also at random from the tech tree. They also improve the PQ of any one planet in their system to habitable levels; e.g., a blue star right next to Sol in one game went to yellow and contained a PQ16 planet once the settler event took place there. I will try to save
#3, 4 Thanks Brad & Cari for confirming this. Recommend that you add this to the official FAQ, as it is a recurring question. ~SDC~
ds6161, The maintenance cost for all ships is now placed under the "military" (spending) line of the Expenses (F4 - Domestic) menu. If you reduce your Mil slider to zero, you will see your ship maintenance cost totals being spent. ~SDC~
Thx, H5O! ~SDC~
I wonder if either the Carinoids or the Alexians are "hard-coded" in the free tech they start with. (I'd always thought it was random.) Like you, I'm seeing these two in particular immediately start prodcuing trade goods, and the Alexians usually get Nano-Metal Composition (to go for Frictionless Clothing and Tri-blah Steel). ~SDC~
AILST, Mojo is correct. The spending slider adjusts how much capacity is outputted (in the form of industrial units, "IU's", which appear as the production symbols on the Planets screen). It is set at the Empire-level, and applies to your overall production capacity, not (necessarily) planet-by-planet. You will spend however many gc's it takes to produce that % of IU's out of your Empire. The sliders then determine (proportionally) how that sum is distributed, i.e., manifested (as eithe
Infogrames ended up with trademark rights and ownership of the Atari brand name after it bought Hasbro ("Hasbeen"). It stated well over a year ago that it intended to change its English-speaking (GB & American) operations to this brand-name in its last annual reprt to stockholders (which is how I found out). (By the way, it's share price is tanked right now, so be careful if you're trolling NG's looking for hot stock tips. OTOH, I've got some shares and a bridge I could sell yo
Joel. Crow. "Mitchell". Though "Manos:HOF" is a close second (especially given the HST joystick controller on the SOL in the MST3K Movie). I too miss Frand and Dr. Clayton Forrester. I mean, Bobo and Pearl are good, but Frank was just so perfectly...banal. True greatness. And Krankor is the ultimate evil guest-appearance villain! So I gotta give props to him! ~SDC~