[quote]MoO2 > Civ. That said, MoO2 > Anything, really. [/quote] Sorry but, Alpha Centauri >> MoO 2 and Civ combined Anyways, the only real thing Civ 4 has going for is its modability. Fall for Heaven is absolutely fantastic. 'Shadow' (the next phase, HUGE release) is due out December 18th I think. By the way, don't waste your money on Warlords; more like a glorified patch than an actual expansion. BTS was pretty decent though.
Dooming
[quote]When you select a planet, there's a rally icon (a target with an arrow pointing down at it) in the corner of the info panel. Click that button to assign the planet (and thus any ships it subsequently builds) a previously created rally point (the button to create rally points is on the left side of the bottom panel). There are also governors for managing rally points and ship construction in the civ manager screen. There's also a tutorial video about rally points in the game, so w
[quote] We haven't yet made any announcement about TA making it to retail (if it does, it'd most likely be a DL+DA+TA bundle like GC2 Gold), but if we do it, it won't be until sometime after TA's online/direct release. [/quote] Sorry to go off-topic, but the Dec 12th release date that most websites are pimping is wrong then? Ah well. When is the beta version going to get the rest of the playable races?
Wondering if it is possible to set a waypoint for newly built ships (say a contstructer) to AUTOMATICALLY LAUNCH and go to a specific mining base?
^^ In my game ALL the default constructers were invisible but the ones I designed were not. Heh.
When you build a super project like say Diplomatic Transitors; do you keep the 25% diplo bonus even after you trade it away?
Where do go to check how much tourism, treaty and trade income are generating?
I too have run into the invisible constructer bug. Never happened to my starbases though.
The BSG fleet pack has just been sent to the library  Why don't I see it? I searched 'BSG' and 'Omega" and your BSG mod pack didn't show up..Have a direct link to the download?
Really, diplomacy and tech trade make this game's difficulty a joke. I'd recommend never trading for tech if you want an actual challenge.
I will have to agree. This super pirate invasion is not only dumb but it's not really fun either. It also hurts the AI much more than it does the human player. What was the logic of adding this kind of event in? If anything, I'd rather see the minor races be more aggressive or something. The super pirate event just doesn't make any sense.
So if we pre-ordered ahwile ago, we can't test beta anymore after today?
I can start a game on crippling and if I don't like the looks of my starting position then I use CTRL-N until I get a reasonable galaxy. Yup, thats exactly what I did.
So in my current DA game (Large,9 factions 8 minors, challenging diff), it's week 109 and the AI hasn't built one colony ship. None of them.
Well, the game in question was only normal difficulty. For instance, my relations with the Terrans were as followed: +ethical alignment, ++trade, ++historic friendship, +military strength. I gifted them upwards of 20 or more techs, gave them ships, money. Hell, I even defended them from annihilation when Korx declared war on them. Then I surrendered the 3 planets I conquered to them. Still, no alliance.
I've noticed when you build a wonder, like a Manufacturing Capital, on a bonus artifact tile (lets say 100% bonus) the summary screen indicates a +50 mp is given, but that mp isn't actually added to the production of the Planet. Is this just a display bug, or am I missing something?
Can someone explain to me the requirements for Alliances? I've researched the tech and all the factions love me (seems maxed out at 'friendly' no matter what else I give them) yet none of them will ally with me.