ZenoIagara

ZenoIagara

Joined Member # 2455617
11 Posts 30 Replies 4,815 Reputation

If I have anything in the build queues then my funds really do drop. I believe it's what Random50 said about the penalty. How do we go about getting it removed? Jase

16 Replies 11,873 Views

The other possibility I can think of...there's an income penalty for your treasury moving over 20000BC, something like 20% I think (multiply expected income by 0.8) What might be happening is that you pass over 20000, so your income drops and you start losing money, but a few turns later you're back under 20000 so the income picks back up again. Another few turns later you

16 Replies 11,873 Views

My cash problems usually happen later in the game. For several turns I'll lose loads of money then suddenly make money, only for it to flip again a turn or two later. This seems to happen even if I don't have anything in the build queues, so if I can get my planets to be self supporting then I know that my money problem is else where. Jase

16 Replies 11,873 Views

So does the trade income get added to the planet the route connects, at the end of all the calculations, or does it go straight into your coffers? The reason for all this economic stuff is that every time I get to a certain point in the game I start losing money rapidly. So, I thought that if I learn more I might do better. Ta Jase

16 Replies 11,873 Views

Thanks for the information Random50. One question though what about trade income where does that come into it? Ta Jase

16 Replies 11,873 Views

Does anyone know the base line for the economy? I created a race with no ecomonic bonus at all. I then set the tax rate to 40% and it resulted in an income of 31bc. Civilisation Economic Bonus = 0 Planetary Economic Bonus = 0 (markets etc) Population = 5.00b Approval = 42% (due to 40% tax) Planet Quality = 10 How did the game come up with the 31bc tax income. Ta Jase

16 Replies 11,873 Views

Thanks for your feedback, I did have a game where I bumped up the intelligence on the Vorlons and Shadows and it still went the same way, strange. Anyway, I've got a war to wage against the Minbari. Ta Jase

157 Replies 143,529 Views

I play the mod on normal and the game seems to follow the same path each time. The Vorlons and Minbari form an alliance; the Centauri dont get past having half a dozen worlds before being the first to be wiped out; the Shadows are the next to be wiped out leaving me (EA) and the Narn v the 'good' alliance. Is something out of balance and requires adjusting as the 'evil' two can't be that constantly poor. Excellent mod though. Jase

157 Replies 143,529 Views

I've noticed several times that one of my opponants finds a powerful artifact, according to the text it makes them stronger in several ways each day and so that race must be destroyed. What does it actually do? I've tried to find it in the xml files but have yet to locate it, also has anyone had this themselves rather than an opponant? Ta

3 Replies 3,761 Views

I like long term games and won't trigger the victory conditions for as long as possible, so I've seen qute a few pirates with v1.11 The game I've just finished I had to rush to the technological victory as a fleet of pirates was going round wiping out everything I owned I had maxed out the tech tree and the most number of ships I could have in a fleet was five with a maximum logistics of 42

27 Replies 11,210 Views

The game has crashed a couple of times since the installation of 1.11, this is the latest debug.err file. The file lib3d.dll or something similar is mentioned at the point of the crash. Debug Message: Version v1.11 last updated on: Mon May 8 11:15:04 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/15/2006, 18:19:53 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name

1 Replies 3,571 Views