If you demand something from a race for free, you take a diplomacy hit. When threatened, you will take a diplomacy hit for not giving in. I agree that those threats would be a lot more intimidating if the AI sometimes declared war on the spot if you refused, but the game doesn't absolutely need that in there.
SunBloom
You could also disable minor races to avoid this sort of thing. A little less dramatic than turning off trading altogether.
That was easy. Thanks.
Hello, I haven't used Stardock anything for years but I'm thinking about getting the Galactic Civilizations expansions. The e-mail address listed for my account is from evilemail.com, which no longer seems to exist. How do I go about changing e-mail addresses for my account?
They don't go tossing their citizens into death furnaces when fuel is low... Druuge 4tehwin!
They really ought to do away with that. Why do I need one armor to use a starbase's added protection?
I have a game going with the Yor, Korx, Drengin, Humans, Iconians, Arcaens and Torians. I am Altarian. The "good" civilizations have all slipped into "leaning neutral" while I decided to declare myself good regardless. Only the Torians and Humans can stand me now (probably because of trade) while the rest are hostile. My fleet's pretty good, but three of these races are ganging up on me now. The bottom line: Good puts you at as much of a disadvantage as evil does in terms of diplomacy, it seems.
Huh, no text in the topic at all? Well actually, I've just noticed the same thing. In particular, I just halted a challenging game I've been playing because I have a bunch of fleets gathered around a military starbase that all just got wiped out by the Arcaens's inferior but vastly more numerous fleet because I invested heavily in defense bonuses. Ones that aren't even applied, from the look of the battles.
LOL
Oh, just finished the campaign early today. Deception really isn't that hard, I had more trouble (and fun) on Apocalypse. You just gotta bee-line for the planet to the right of the Yor starting world. The Dreadlords camped out in front of there with their ships to try and stop me but I just made a couple ultra-speed transports go in from multiple directions as a reponse and took it easily. I believe the full campaign goes like this if you never lose: An Unexpected Visitor, Ixith, Dark
First, all of the Dreadlord missions that I remember beating were lose-able. Let them beat you or retire and you can play a much easier branch-off mission. Second, the first Dreadlord mission does not actually require you to fight the Dreadlords. So don't. Rush to the objective as fast as possible.
I've started throwing together my own little play style for the Metaverse as the Yor (AKA Meklar Imperium) and I've noticed even after I wipe out the default race statistics and put my own stuff in I still get +25% miniaturization and the highest logistics rating of every available race, letting me have slightly bigger and badder fleets. It didn't let me keep +100% loyalty, though . Do the other guys get any bonuses that stick around with
LOL, good topic. I agree that the game could use an alternate female portrait for the Altarians and Humans.
Nah, that's a myth. The Dreadlords pull new tricks out of their rears as time goes on, but I found that playing with Technologists and +50% research rate I was slowly but surely becoming stronger than them. My game went for 8 years and I saw them move up to using Dreadnoughts more often, making small fleets, equipping 12 laser shielding on one ship type I didn't fight too often and invading one of my planets not with the usual 10-man death squad but an actual force of several thousand troops (wh
I've been plowing through the story game on normal and just made it to Deception. I haven't accepted any losses in the missions so far, although I almost did on my second try of Apocalypse. I want to know how many more missions are left, and what the branch-out missions are like. Especially the ones I just missed by not losing. Anyone?
Planet Quality I but not II. The second one is just too pricy. Economics is always good. Goes great with Federalists. Research is always good. Combines well with Technologist party. Diplomacy can be very powerful but you'll have to actively take advantage of it, whereas the above three help no matter what. Populists boost this further, but the morale bonus is iffy now so I'm not sure if I would take them or not. I know in Gal Civ 1 the populists were one of the b