some suggestions for Galciv game...

Hi all, I'm a newbie at GalCiv, although I played a lot of strat games.
This game is amazing, I really like it and I like that the developers still maintain the game after the release!! good work!!

I have a suggestion for the game:
if something, 4 example a Colony ship, costs 50, and you produce 20, you finish it in 3 turns but waste 10 production points.

It could be really better if you could save the 10 production points in excess for the next production choice.
The same for social production, and for research.

You know, I find boring to visit every planet every turn just to figure out what ratio of research-social-military could be best to waste as less as possible.

Also, I'd like to know what are the limit cap for Starbase bonuses in one sector, just to understand how many starbases is good to build in one sector.
I find not so nice that you can build 20 starbases in a sector... why don't you set a limit, like 3 or 4??? I think it could be better.

Bye guys!!! ;p
358 views 7 replies
Reply #1 Top
There's no limit on starbase per sector, though there probably will. In patch 1.11, there's a limit of 3 parsec minimum between starbases, except resource starbases. Effects stack indefinitely.
Production waste will probably never be addressed. I asked about it very long ago without success. Also, wasted production (your planet is not building anything) still costs money, and that is not likely to change.
Reply #2 Top
Hi S1mone . . . nice to see your querry.

Look at it this way, all the infrastructure of building something like a ship or social project still requires alot of money to maintain e,g, leases, wages, galactic superanuation . . .

I do take the point that it would be nice to be able to run some projects at a minimum (retrench workers and so on) but that makes the micro management a bit labourious on the bigger maps with more planets . . . just a thought.

I guess it wouldn't be too much hassle to have a similar nominated spending slider set for various projects (like in SIM CITY) but I guess SD didn't think it worth while . . . :notsure:
Reply #3 Top
Hi!
Maybe I was not too clear, expecially for Amidala (or maybe my english is not so good, sorry about that!):

I said:

"if something, 4 example a Colony ship, costs 50, and you produce 20, you finish it in 3 turns but waste 10 production points.

It could be really better if you could save the 10 production points in excess for the next production choice.
The same for social production, and for research."

I meant that it would be nice that the game itself keeps track of production and research not used, and give them to you for the next thing to research or produce, just to avoid to check EVERY planet every turn searching for the best compromise in production and research percentages.

It could be useful because it is not necessary to do this check in order to save money, because the game saves your production in excess for the next thing.

Maybe this time I was more clear, but just do another example (as I imagine it could be, not the way it actually works):

turn 1: planet earth, mil production 20
I decide to produce a scout (now 0 out of 50)

turn 2: planet earth, mil production 20
I decide to produce a scout (now 20 out of 50)

turn 3: planet earth, mil production 20
I decide to produce a scout (now 40 out of 50)

turn 4: planet earth, mil production 20
I decide to produce a colony ship (now 10 out of 50)

notice that in the 4th turn the colony ship starts from 10, because that 10 points were in excess from the precedent production.

Sorry, I hope I've been enough clear with my idea.

Developers, what do you say about it???

Bye!! :p
Reply #4 Top
This is one variant of the "wasted resources problem", which has been discussed in many other threads, and the final decision appears to be "It won't be changed."
Reply #5 Top
Try using the planet button on bottom of screen when planning your production cycles.I will pull up the economics screen and the planet side panel at same time and start to adjust sliders while watching how planets resond to this.When the scout has less than 1 turn remaining then I will move the research or military slider up but only to the point that the ship will still come out next turn.
Reply #6 Top
Trying to avoid waste is currently a micromanagemetn nightmare, so you're better off doing with it. As I said, and as eradicus said, people already pointed these points out, and the answer from Stardock was that it would be too much to code the ai to cope with this, so it won't be done.
Reply #7 Top
Hi!!
I'm sorry, I didn't check on past posts... my fault!
BTW, it's a pity that they will not change it.

Eradicus, I didn't understand something: do you mean that you can assign different percentages of research/military/social for each individual planet?? or you meant for the whole civ??

Thanks guys!!!

;p