Maybe they are defending themselves from being culturally flipped by the major civs?
Soulfire777
Yea, you can't just skip a tech and still get the benefits of that tech you skipped just because you have something more advanced.
I HATE AI tech pooling in strategy games. Especially if the AIs will trade things amongst themselves for much cheaper than they will trade the same things to a human player, or even worse if they will trade things to AIs they would not even CONSIDER giving to a human player. I don't think the AIs should even be able to distinguish between the human player and the other AI players...it
Just the depth of the new combat system alone adds a lot of strategy over the old game. I just hope they fix the AI so that it doesn't build so many "cannon fodder" ships in the early game that have 0 defense and only 1 attack.
I wanted to know this too, but I could not find one or get an answer. So I'm not sure there is a key for this, although there SHOULD be.
I thought it was at "intelligent" that full AI and balanced resources with the human player was used? I'm pretty sure "normal" AI only gets 75% resources of the human player, but I'm not sure if it uses full AI routines.
I definately agree, but I would like these buildings on a sperate screen, as they will only be used occasionally - not cluttering up the main screen.
Can anybody please explain exactly what the "creative" racial trait does, and exactly what "breakthroughs" are in this game?
Can anybody please explain exactly what the "creative" racial trait does, and exactly what "breakthroughs" are in this game?
Can anybody please explain exactly what the "creative" racial trait does, and exactly what "breakthroughs" are in this game?
Can anybody please explain exactly what the "creative" racial trait does, and exactly what "breakthroughs" are in this game?
Can anybody please explain exactly what the "creative" racial trait does?
How can it be working as intended when a race that spent 5 of its 10 racial advantage points to grow at a 70% faster rate grows at the exact same speed as another race who didn't spend ANY points on that? How can it be working as intended when you are supposed to grow faster when at 100% approval rating, but you don't?
To convince yourself this is the case, start a new game with cheats enabled. Before pressing the turn button, press Ctrl+U while in the main game screen (it may take several seconds before the game starts responding again). This cheat unhides the whole galaxy and makes it so that you can monitor every race's stats in the Foreig
Does this fix the the bug where population growth modifiers (racial bonuses and also the bonus for 100% approval rating) don't work for the human player?
Hi, Somehow, when placing my "extra" racial bonuses, the standard or default bonuses for several of my races seem to have been deleted or changed. There seems to be no way to set them back to the defaults, and I don't remember what they were originally. Can you please fix it so that the default stats either cannot be changed or at least add a button to reset the defaults? In the meantime, can you please post the default stats fo
Well, the AI uses the exact same code the player uses when determining population growth. The AI is probably outgrowing you by out-colonizing you--the AI colonizes like crazy early in the game. I've spent the last day testing this, and I simply don't see how it could be true. Let me explain: When the colonization (land rush) stage
This kind of stuff REALLY needs to be documented. I ruined a whole game building influence starbases, and only after putting several modules on each, discovering they weren't doing anything. 3 games later, I still do not really know where to position influence starbases relative to my own colonies, the other race's colonies, and the various borders, etc. I sort of understand how influence works, but I do not understand how starbases affect influence. <img src="http://images.stardo
I kinda miss how "flagships" don't have any combat ability whatsoever anymore (like they did in GalCiv1). It just seems like any race capable of warp travel should also know how to shoot something, and a totally unarmed flagship seems unlikely?
The manual states that ships with the HIGHEST attack rating combined with the LOWEST defense rating will be targetted first. It makes sense to go after the most dangerous and easily destroyed ship first, and this is exactly what it does.
Even without taking a population growth bonus, I cannot seem to double my growth by increasing approval to 100%. The AI does not seem to suffer these problems. They ALWAYS outgrow me in the early game (based on the population graph) no matter what I do.
Hi, I am playing a race with a 70% population growth bonus, but it seems to be broken. My population still only grows at 200k per turn. I also do not get the 100% growth bonus for having 100% approval rate - I still only grow at 200k per turn. So currently, spending 5 points on this racial "bonus" actually seems to PENALIZE your growth rate.
I wanted to edit my review on the previous page, but for some reason it would not let me. In my review I listed the reasons why I would have given the game at least a 95% except for a few omissions including the lack of a civilopedia and the ability to simply copy and alter ships instead of redesigning all of them from scratch. I later discovered that you CAN copy your own ship designes - just not the "stock" ones. So my review s
You can just click on a hull and then click on the modules and press place. How hard is that? Just putting functional parts on the basic hull looks HORRIBLE though. It doesn't remotely look like a starship. I'd just like to be able to copy the stock ships (that all look great) and change the parts w