Fade

Fade

Joined Member # 2427577
0 Posts 1 Replies 90 Reputation

Number of factors coming into play here. GalCiv really was a suprise success - on the surface, it's a turn based space strategy game. A niche genre if ever there was one. Oblivion has had plenty of hype going for it, and RPGs just seem to be doing better these days then TBS games. Plus, there's the matter of screenshots. While Galciv 2 isn't ugly by any stretch of the imagination, Oblivion is really awe inspiring. Plus, it's much much e

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MoO2 had all that. You trained individual spies, and if they weren't assigned a mission, they acted as counterspies, blocking spying and occasionally finding and killing a spy acting in your territory. If assigned to an enemy race, they could be set to sabotage, steal tech, or lay low and just get information.

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Well, 7200 shields at 100% military utilization 11 Industrial Sectors, a manufacturing capitol, a moon, and a load of fully upgraded starbases providing a total bonus of 350%. I did say late game. Perhaps it's the capitol doing this? I had a manufacturing capitol on the world in question, but it's research equivalent had a research capitol, I would've expected them to offset.

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Allright, I apoligize if this is old hat or anything, I'm kind of new at this. Anyway, I'm noticing that particularly in the late game, a planet loaded with factories, supported by starbases, then set to focus on research will produce more research then a world equally loaded with actual research building. It's bad enough that I've got planets pumping out 8000+ military hammers, and I have to wonder if they are really supposed to be able to

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Minor little thing: If morale is over 100%, could the popup show it's actual number in addition to the 100% (if it calculates to 170%, show 170% at the pop-up.) Would make it easier to know if a colony is really over happy and can use more people, or if it's just where it needs to be.

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