Destabilization isn't something to be subtle with or long term- You'll want to crank it way up for a little while than leave it moderate or low for a long time. A constant low level of destabilization is only good for giving the enemy a little economy hit, but a massive pulse of it will cause them shorter but much worse problems. If you hit them badly enough (take out or buy a moral resource starbase at the same time you crank destabilization) they will have several planets erupt in outright r
InfernalRS
I'm positive it affects the barrier point at which you can research the techs that have alignment ratings. Since I had been playing tiny/rare maps, it was unusual to get even one plantary event, so I'd often stay in the 40-60 morality range indefinitely. However, with the Creativity advantage, I was able to get HyperWarp at a lower alignment than normal. Thus, it seems that a softening of the morality restrictions is at least one effect of the advantage. ~SDC~
Beware of better governments and production boosters- they are double edged swords. On one hand, you get the expected boosts to production and research, but if it's not listed under the bonus column, guess where that new added capacity is coming from? That's right, your pocket's hole just got bigger. Plus, since the people are more testy under more advanced governments, you'll see an overall drop in moral if you don't lower taxes (or were sneaky and built moral enhancing improvements while yo
Don't build to defend your planets (unless they're the key level 26 worlds), build to get the most attack points for the buck- Starfighters are the ships of choice during the early game. Military power is based on your total attack value, so having lots of Defenders and BattleAxes results in a much lower total military value than a ton of Starfighters. Of course, the Starfighters are about useless if you get attacked, but with enough of them, you become the 800 pound gorilla and nobody will to
Well, I can't claim to have read everything here, but I think I got all the main points: 1) Hard limits on number of starbases per sector. I doubt these should be implemented, simply because starbases eventually become mobile- and once the starbase starts moving, there goes the "per sector" restriction. 2) Overall hard limit on starbases. Nope. It's difficult to say exactly how many starbases might be ligitimately required by a civilization- one that practices trade heavily
I've been on both sides of the update- the side where 'updates' were little more than emergency fixes due to insufficient testing beforehand, and (oddly enough, more often) the side where 'updates' meant "Hey, we thought about something really cool for all you fellows!" Then again, it's rare for me to get a sequel and most of my programs are of the freeware varity, but that's digressing from the point. The point is, I generally expect updates to be of the "cool stuff" varity, and GC ha