All of the minors are in already though, right?
shiva7663
I've got to wonder why the decision was made to not allow Terror Stars to join fleets.
Ownership of stock in companies that encourage outsourcers to steal American jobs is economic treason. Greed is [B]not[/B] good. Gordon Gekko is [B]not[/B] God.
[quote]I believe Jan 15th is the expected release date as mentioned here: WWW Link [/quote] There's so much stuff in there that I really wouldn't mind if the release date were moved back to February or even March.
[quote]I've actually thought about using them to blow up empty star systems within my influence, just so I could build asteroid mines in the debris. heh[/quote] I call that "terrorforming".
[quote]Oh good. You mention outsourcing, the greatest thing in the world. One, it provides work for people in African and Asian countries, who, incidentally, are happy to work for the tiny prices that are a fraction of what we would be paid, and who hate the idiotic campaigners in rich countries like ours who don't understand what it is to be countries. Also, outsourcing frees up jobs for people in our countries who can move on to better jobs.[/quote] Countries that enable the super-rich to
[quote]The Drath actually get significantly more out of War Profiteering than the Korx do. Which works out well for them with their Super Manipulator ability.[/quote] Although I might not win, I've had a bunch of fun with war profiteering so far; I got the Torians to declare war on six different AI's in the same turn (during a 10% War Tax period). bwahaha!
That's a well-deserved accolade.
I read on the forums about a neat "let's you and him fight" tactic: two other civs are at war, and you want a resource owned by one of them. Send a warship and a constructor next to the resource and sell the warship to the opposite side. That civ wipes out the resource base, and then you pounce on it with your constructor. You might even be able to buy back the warship after that civ has done your dirty work for you with it. One presumes you could do this to both sides of the war if the opportun
Does it help to try to sabotage another civ's economy by selling them trashy low population, low quality planets that you've colonized for that purpose, so that they're saddled with the maintenance costs? I've never seen an AI voluntarily destroy one of its own colonies.
[quote]Yeah, hows this for having to upgrade. Original Computer for my office had XP and Quickbooks 2K6. Melt the motherboard, say screw it and decide to "upgrade". Buy a new computer that ONLY comes with Vista, no choice. Should have just not bought it. Roughly 750 bucks Try to install Quickbooks 2K6...not compatible, only QB 2K7 works with Vista.[/quote]At that point you could have spent the $200 on Windows XP Home Full Edition to "upgrade" Vista back down to XP. It's a b
Well, for one thing, it's going to unfairly penalize custom designed player races. "The human player can probably exploit that much better than the AI" is not a valid argument to restrict tech trading (or anything else in the game, for that matter), it's an argument to improve the AI until the objection is mooted.
[quote]+ TWEAK: adjusted the Iconian tech "Precursor Legacy" so that it cannot be traded nor stolen.[/quote] I'm going to have to respectfully (for now, at least) disagree with this design concept. Base cultural techs are some of the favorite things I like to assimilate from other civs. If you think it's unbalanced, then do something like increase the tech's value to make it more expensive to buy from AI civs, and worth less when the player tries to trade it away. Don't take away our ri
[link="http://www.nose-art.net"]Nose art reference[/link]
And also report the false positive to AVG tech support.
I'd like the ability to violate the speed limit 5 and actually [B]do[/B] the damage the event threatens in the areas controlled by my enemies.
Overemphasizing religion in GC2 would increase the risk of real world attention to Stardock from offended fanatics. It's just not worth it.
[quote]Though root racial techs should probably be untradeable either way.[/quote]Nooooo! How else can the Booorg assimilate the uniqueness of other, otherwise irrelevant, cultures?
Time heals all wounds? heh.
I think that the Mini-Soldiers tactic should be specially available to the Yor based solely on what Miniaturization percentage they've managed to achieve. Or, maybe a price reduction affected by their Miniaturization percentage (balanced by boosted price for all other races).
[quote]Ok, I have got the techs needed to make uninhabitable planets habitable.[/quote] Note that these techs only allow you send colony ships to the planets with the special "extreme environment" symbols next to their planet icons. It does not allow you to colonize Planet Quality Zero planets, which are [B]completely[/B] uninhabitable unless their status is changed by one of the game's special events.
[quote]Starhammer sounds a lot more interesting that Death Beam, IMO, and is a reference to a similar weapon in the "Starhammer" series of novels by Christopher Rowley.[/quote] That, in fact, is a compelling reason to [B]not[/B] use Starhammer as the name of the weapon in this game.
[quote]There are only three major forces in the economy: supply, demand, and government regulation. Almost any effect you can see is a direct result of one or more of these forces.[/quote] You left out the fourth, most powerful force: Greed. Greed pays the bribes to public officials who unfairly manipulate government regulations in favor of their corporate sugar daddies to damage the competition that would otherwise make a fair market more healthy than it is. Greed prompts executiv
If my planet was well off enough that the standard quality of life was that of a 21st century Terran millionaire, I wouldn't mind the 79% taxes.
Yep, at some point, it comes down to avoiding the default victory conditions in order to extend the length of the game to hit those record breaking numbers. Good luck with that!