bruinb77

bruinb77

Joined Member # 637237
0 Posts 0 Replies 169 Reputation

What I've noticed is that the date and my empires funds don't change after I click end turn until I move my first ship of the next turn. Then everything gets updated.

14 Replies 517 Views

Get the Carinoids early or it'll be nearly impossible to flip them. I had 4 party palaces in their system and they just wouldn't flip. And since it was near the end of the game and I had given them quite a few ships, I decided not to invade.

25 Replies 677 Views

I own a copy of MOO3 and frequently visit/post on their boards too. MOO3 and GalCiv are completely different games. The patch for MOO3 made the game playable and the user mods do help out quite a bit. But for me, there is just something missing. I just don't have that "one more turn before I go to sleep" thing going for MOO3 like I do for GalCiv and the older games like MOO, MOO2, and Civ.

48 Replies 2,614 Views

I like the way the ships are currently in GalCiv. It reminds me of Civ which I liked quite a bit also. Having more isn't always better. SMAC did do a good job with customizing the military units with modules, but implementing that in GalCiv might not work quite as good.

21 Replies 579 Views

During my last game, the religious cult, Dread Lords took over one of the Torian systems. I sued for peace with them since at the time I was fairly weak militarily. A few turns later, I was looking to trade my tech for some cash. Since this was a new race, I only had 2 techs to sell. To my complete surprise, they offered 80,000 for 35 turns! They had nearly 500,000 saved at the time. I'm assuming that this is a bug or exploit. Has anyone else noticed this? Game info: Gal

1 Replies 160 Views

[quote]Hmmm. I tried this once. Damned things came to a stop as soon as they entered my enemy's sector. After trying *forever* to continue to lure them with my scout , I checked my speed modifiers. Sure enough, I had built sufficient starbases in that sector with the -1 Enemy Speed module that the Space Monsters didn't have *any* movement points. They became a permament fixture in the galaxy![/quote] LOL That's great. I'm going to have to try that one. ~SDC~

23 Replies 3,619 Views

I generally use high tax rates, usually from 55% to 65%. But you MUST get social improvements for that to work and some of the social trade goods. Otherwise you'll lose the Senate. Late game, I'll lower the rate though since conquered planets have very low morale. ~SDC~

23 Replies 4,618 Views

When I'm overbudget, I'll start trading to minors first, then majors (the weak ones). I sell my tech and if I'm still losing money, I'll lower my spend rate. By late game on a large map, my spend rate is usually around 20-30% but I'm still cranking out the ships (love those starbases). ~SDC~

7 Replies 390 Views

Strange, I always find the Alterians the most loyal (but I'm usually good) with the Yor the least loyal. However, a big enough fleet and nobody will mess with you. I also like the Drengins to trade with. I don't think they research the diplomatic techs as fast so I get some good deals with them.

12 Replies 602 Views

I see the monsters about once every three games. That's not including the zoo creatures that escape (if you get that one from the Council). They do seem to mess me up for a bit if I havn't built a large fleet up to stop them. ~SDC~

23 Replies 3,619 Views

I only get music when I'm in the diplomacy part of the game. All other times, the game is quiet. Doesn't bother me though and I'm sure it's due to my low-end system.

7 Replies 186 Views