This could be mitigated by implementing a sliding scale instead of the 3%/6% thing. If growth increases based on morale, instead of being either 3% or 6%, having the 'magic 100' won't be as imporant, and players can tweak the population vs tax they desire for the current situation. You also get a bonu
Martimus
You didn't see Da Vinci constantly revising the Mona Lisa long after it was "shipped", did you? I think that is a bad example, since Da Vinci actually did constantly revise that painting - one of the reasons it is so famous. But I see your point.
I have had this happen in V1.1. I invaded Altaria with 2 transports, and used information warfare. I lost less than i gained through information warfare, so I kept both ships, and invaded the next planet. I didn't think of it as a bug though, but I was surprised that I won so easily - especially since I had no soldiering bonuses, or had researched any invasion techniques besides basic planetary invasion. (I have noticed that invading is much easie
My strategy is really dependant on the situation, but I tend to try to research the republic and xeno ethics as soon as possible. Having these far ahead of the AI will give you a great long term advantage. If I am enclosed in a small area, I research Planetary Invasion quickly, so I can take over minor races or close-by civs to gain more planets. You need to do that early, if you didn't get enough planets in the early land grab, because they will bu
Try making an active trade network with as many civs as possible. If you do that, you rarely get any other civs to attack you on Normal. On higher levels they will attack you, but far less frequently if you have have enough trade routes.
will be here an online mode ??? Only if there is enough demand. They said that they will add it as an expansion if enough people want it. Playing the game online woudl cause them to scale back much of the functionality in order to streamline the time between turns though.
The Torians have a population growth bonus, plus there are other bonuses to population growth. At a 75% approval rate, the population rate increases by 25%, and at a 100% approval rate, the population rate doubles. The 200M/turn is a hard cap however, except on Version 1.1 where the bonuses take place after the hard cap.
Link Here you go... This is the link to 1.0X from the Main Page. (I'm surprised that no-one else thought of this...)
*Deleted* double post
I actually don't like the fact that the "colony rush" has been nerfed. It was fun to expand as fast as you wanted. It made finding as many planets as possible early in the game a game in and of itself. If you didn't want to do that, using occasional planets and stars takes that down quite well.
Large populations are essential for troops for invasions. However, I have noticed that I can take a single ship with 1B troops and take a planet of 10B with minimum casualties now with 1.1. This is with no extra soldiering ability, or any additional techs beyond planetary invasion.
A Terror Star in Gal Civ 1 was similar to a Death Star - except it destroyed a whole star system, not just a planet. Ofcourse they aren't in this game ... yet.
I hear that the pirate ships are usually VERY powerful when they do show up, although I have never actually seen them. My last game had an event that said that Pirates were now in the universe, but I never saw them. (It was a gigantic universe though, so they may have been hanging out in places I didn't usually go.)
That is similar to how Europa Universalis handles surrendering.
+ If population after an invasion is less than 1, it will be set to 1 How could the population be less than 1? I know that the information invasion tactic did this, but wouldn't you have those "unhappy" citizens left for the popluation anyway?
Link
Ofcourse, I also don't trust Securom, but there are a million other copy protection schemes that they can use.
HOMM5 was the only other game I planned on buying this year. I will not buy it SOLELY because it uses Starforce. It is not worth it to put my computer at risk just to play a game.
1.) You can download the updates on your mothers computer, and transfer them to yours to actually install. 2.) There are plenty of part time jobs you can get, and make $40 in less than a week. Try mowing lawns, unless you have been a pest to your neighbors, they will probably let you do this for some cash.
I always play loose clusters. This keeps stars close together, and the clusters aren't very far apart.
I disagree completely. You can only get technology that others have the way you are saying, so you will never have a true technological edge over everyone. It is a viable strategy to steal, or trade for all of your technology, but it is by no means to only viable strategy. I have never been so close in tech to the other races to make this viable to me. I rely on my sheer technological dominance to give me an advantage. I have only played against i
Yeah, the second thing happens to me with starbases. If I had a starbase on a resource, and I lose it in a battle, I retain the sensor view that it gave me for all time. (At least I still have them now, but no-one has built new star bases on them yet, as they are in the middle of a warzone.)
(Not easy to keep under 75% and safely get the tech victory at least for me!) Yeah, I had to go to war with someone to get my research victory before I got a cultural victory. (You cannot win a cultural victory when you are at war.)
I can usually keep the oponents from going to war with me by trading heavily with them via trade routes. This doesn't seem to work with the Drengin, if they start next to you, but it seems to work well with every other race. (The Drengin are the only race that has ever declared war on me.)
The first and biggest one is the game seems to crash every 50 saves or so. It's very annoying because it not only crashes but screws up the save file in doing so if you load that saved game it will promptly crash before even getting back into the game. And it doesn't seem to happen for any noticeable reason. I can load a ga