Nope, there's no rate of fire. The representation in the combat simulator is actually quite meaningless, but certainly cool to look at. The actual combat system is pretty basic: attacking fleet fires, defending fleet fires, attacking fleet fires, defending fleet fires, etc. . . That's really all there is to it.
Ostsol
Neutral provides with rather. . . well, neutral bonuses. Trade, research, some trade items, tourism. If you're planning on being the economic super-power, then Neutral is probably the best choice. I haven't tried Good or Evil, myself. I'm usually too poor early on to go for Good and am too nice a guy to go for Evil.
May be a weird question, but: what resolution is your desktop running at?
There's an ambient lighting slider in the game's video settings. Try lowering it.
That'll work well for planets that have a high production capacity, but for other worlds. . . not so well.
It's been announced that an upcoming expansion will add more depth to espionage.
Even if they're not instantaneous, they could be very useful as a secure method of traveling. Traders could benefit immensely from them.
They can be above 20, too. I've never seen a planet that was naturally above 18, but after Soil Enhancement, Improved Habitats, and Terraforming a planet can certainly be well above 20. I think the best I got a planet was 24.
Yes, you can only see the ship in your shipyard when you've reached the necessarily level to build it. One thing that I saw suggested was to save empty hulls decorated with all that you wanted to have on it, but not put any functional parts on it. That way you'll at least be able to reuse a previously created aesthetic design without waiting for the technology (except with hulls you have to research, of course). EDIT: Doh, beat me to it. . .
Well, not necessarily for balance reasons, but for playability reasons. It lessens the degree to which one has to micromanage one's economy. For really powerful play one has to do that anyways, but the way things are now eases things for casual players.
You can only ally with other civs whose relation to you is rated as "Close". When you get to that point, you can ask them to ally with you in the diplomacy screen.
Where was the planet in relation to that civ's influence border. I've read that an AI will sometimes start converting buildings to cultural centres if another civ's influence starts coming close to or starts eveloping the planet.
Exploration is almost always a very short period of time, in games such as these. Regarding the topic, I think that what one can see on the minimap should be tied more to espionage.
The Star Control 2 music might also be good. Here's a link that has a bunch of remixes. (Bottom of the page.) Link
Master of Orion had this, but there was plenty of warning and you could prevent it.
I found a site hosting the MoO2 soundtrack: Link
I think that it's just a different style of play from what you're used to. This isn't Master of Orion and it isn't Empire at War. It's Galactic Civilisations and this is how it plays. If you want to tone down ship range, one thing you could do is play on a huge map with a sparse number of stars. That would certainly slow down colonisation. . .
Also, reaching certain propulsion tech levels increases all ships intrinsic speed.
1. Nope. There are only a few ways to get another civ's starbases: as a gift, through diplomatic exchance, or through their surrender. 2. You can't launch empty transports or colony ships. What I do is just load it with the minimum allowable and send it off. 3. As far as I know, you can't. 4. There is a limit to the number that you can set up by yourself. Go into the Domestic Policy window and click on the Trade tab. It will indicate to you where your t
It might help if you posted your system specs.
I'm pretty sure that defense starts at 0. Otherwise a battle between 1/1 ships would never end. . .
It is possible to create your own scenario or edit the existing scenario to allow you to continue. Just take out the victory event. [EVENT] count=1 [EVENT0] type=1 race=11 outcome=1 description=Defeat the Dread Lords to win.
No, because you play a scenario to complete the objective given. Once that objective is complete there's no point continuing the scenario. If all you want to to is eliminate everyone, then don't play that scenario. Play a scenario where killing everyone is the objective, or don't play a scenario at all. It is possible to create a scenario where killing the Dreadlords does not end them game, though. . .
Makes me wish that NTFS supported symbolic links in a user friendly manner. . . If that were the case you could move the directory to wherever you want and put a symbolic link to it in the place where the game expects to find it. NTFS apparently supports this though a feature it calls "junctions", but I've never actually seen them used and have no idea how to use them. It certainly doesn't seem accesible through Explorer.
Economy is the key in this game. I was used to playing Stars!, where production and mining were everything. There really wasn't any economic model in that game. In GalCiv, you really have to build a strong economy so that you can push the industry slider toward 100%. Being able to do that means that you'll come much closer to utilitising your colonies' full production and research potential. Also, use the industry focus buttons in the colony management screen. If you have a colon