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civer3
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If rival civ is conducting destabilization against you, is there any way to stop it? If Espionage bonus is very high shouldn't your agents be able to apprehend those agents responsible for destabilizing your empire? Is there an option to reduce destabilization by rival civs without using the propaganda options on every planet? Very tedious work setting each propaganda slider when you have more than 30 star systems. Also, the amount you of effect that you can used through the propaganda slider is limited.
Seems like the GIA should be used for this. But for now it doesn't seem to be doing anything. Which makes it useless.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:27
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The icon doesn't disapear because your system would defect if it failed its second check. It won't, because you won't let the influence sink (hopefully).
I think increasing spying might help with countermeasures, but I am not sure. I know it does prevent some nasty events.
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:27
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bonscott, have to agree at least partially with Fried, I've never built a News Network unless I needed the benefit. No reason to get stuck with a permenant maintenence fee for something that I may never need. 2BC every turn across an empire can add up to quite a tidy sum.
Then again, I don't play on maps smaller than medium, so my advice may not apply there.
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Madine
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What Bonscott said in his first post is right.
I generally don't build news networks and other improvements whose primary benefit is cultural resistance.
Unless a system is threatened, it's a waste of money.
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:27
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bonscott, I just don't have morale problems. I usually pursue tech/trade goods to handle it. I'll agree on the News Network being the most cost effective morale booster, I just don't see it being needed that much.
I'm also not a big fan of the Fusion Power Plant on less than really big planets, unless my budget is to the point that I'm funding at 100% and still don't know what to do with all the money. My reasoning is as follows:
it's a 20% bonus to your manufacturing ability (40% of which is free), and a 10% bonus to your economy. However, it costs 3BC/turn. So, unless the base tax rate of your planet (rate without any other bonuses) is 30BC/turn or more, it won't pay for itself directly. However, it isn't quite as bad as it looks, as it gives you an 8% free production bonus. So for every 12.5 points of production you're financing, it gives you another point for free. Still, early on in a planet's development, it's not going to have the taxes or the production to make the fusion power plant cost effective. Of course, if you're in the "more money than you know what to do with" phase of your budget, why not? I just prefer not to get too tightly bound to high-maintenance projects, as a sudden war taking out trade routes/trade partners can cause an economy enough damage without the extra help. Just a matter of priorities, really, not a wrong decision either way.
The Anti-matter power plant is a much bigger manufacturing boost for a third the maintenance cost, so if I've got the tech, it's my preferred power plant, though it does have a longer build time.
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civer3
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That star system's influence has increased to 67 and it still won't disappear. I have the largest galactic influence. 50% voting power so I don't know what's going on although rival civ's star system began to display that symbol of a skull and bones.
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Daetrin
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Pomona CA
Nov 2001 time: 05:27
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I've noticed the same issue with the icons sticking around, however the explanation that "it failed one check so if it fails another it will defect" doesn't make any sense.
According to the docs, the symbol appears when the colony is in danger of defecting, which doesn't necessarily mean after it fails its first check. Personally i think that would be a bit late to start warning you about the danger.
Second of all, the docs also say that you have to fail the check twice in a _row_. If you fail once and then correct the influence/morale situation, you shouldn't be in any more risk than you were before the first failure, so having the skull sit around forever is kind of pointless.
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