Martin the Dane

Martin the Dane

Joined Member # 1100643
1 Posts 0 Replies 7,930 Reputation

Ok all this talk about easy win formulaes on huge maso. Where do people find them? Are they shared among empires or are they somewhere in the forums? If they are the reson for the stupid idea of logistics that makes it impossible to grab more than a few resources even with the "park a constructor on it and wait" cheat, I'd suggest SD started adressing that in stead of ruining the game.

98 Replies 3,608 Views

[quote]I think that cultural assimilation should be done away with. I frankly hate it. [/quote] Do you mean the culture flipping, or the fact that there are no disidents left on conqured planets? On the first I think cultura flipping is a bit to dominant. I rarely have time to do a propper invasion, as sytems flip before my transports get there, :notsure: unless I do a simultanious invasion. :HOT:

116 Replies 3,819 Views

[quote]On nearly all ships main weapons face forwards with roughly a 90-180 arc. The weapons on the rear are normally very light and just enough to give you some cover while you maneuver. This has been standard practice on ships/bombers since WWII[/quote] True, but in a space battle absolute speed is of very little importance, unless you are fighting at relativistic speed, so only the relative speed is important. This coupled with the lack of terrain obstacles to hide behind, makes manu

116 Replies 3,819 Views

I like "Omni 11"s idea of mining resources on uninhabitable planets. But what about planetary mining stations in stead of actual colonies? They would have non to low population, and do not generate taxes, canot build ships, and only a limitid number of improvements (defense, mining, etc.).

114 Replies 3,127 Views

I have a different and IMO more realistic idea: Each ship has a number of guns, of various sizes, some are only effective against large ships others against smaller ships. After all you don't use heat seeking misiles against infantery or submarines. Let's say we have beams, projectiles and misiles. Beams are less powerfull against large ships due to their better shielding, but great for targeting fighters and misiles, and since they are light-speed weapons they have a high accu

116 Replies 3,819 Views

[quote]Logistics/Starases - this is one of the reasons I no longer actively play the game. The logistics concept does not make sense. If anyone has any better ideas please post them.[/quote] Just limit the number of bases by a distance rule (2-4 squares is fine, and make it moddable), and have an upkeep cost based on the logistics ability.

116 Replies 3,819 Views

Steve, I wish I could tell you that the 4 points you mention was soleved for me when I bought the full version, but that's not so. 1: AS has been said there are no fleets, and managing them is a pain in the..... 2: Not fixed. Let's hop they do add a switch. 3: Works Ok, but unfortunately no numbers. I don't like fixed price for research, but since it's there it should be displayed. 4: My favorite topic >:( I could live with the ocasional lack of update (works most of the tim

4 Replies 620 Views

I don't know if this has been reported: Save games does not save enough info to calculate correct score. After saving my game for the night (last night) I retired in order to check my score, and discovered that I had researched 0 tech, killed 0 ships, lost 0 troops, etc. my score was ~6k. Tonigh after playing a few turns, I saved my game for the night, to test the scoring I started shooting up AI ships, and grabbing planets, this time, I had killed some 26 AI ships, a couple of bilion t

285 Replies 15,977 Views

Try using transports, they can only hold 1000/5000 pop, but they are reusable, and they double as assult ships LOL . Only drawback is you cant target them to a single planet within a multiplanet system.

79 Replies 33,201 Views

Trade is OK early in the game, but when you get to the later stages of a gigantic map, trade is not worth much. The reason for this is that the distances are to greate for effective placement of trade boosting SBs (it would cost to much to place one SB in every square the routes goes through) and freighters take to long to replace lost traderoutes. 10 routes with 100-200 bc/turn is not much when you have 100-200 planets each giving 50-100 bc/turn. In version 1.0 you could easily put 4-5

3 Replies 366 Views

Cultural flip, and surrender during game load. In my current game I was close to anihilating the Yor, they had some 10 stars left, and only one ship sitting at the oposit side of a gigantic galaxy. :D When I loaded the game the next day the Yor "Spit in my face and surrendered to the Arceans" >:( I was a bit anoyed so I reloade, this time they surrendered to the Torians :SURPRISED: (my only remaining trading partner). I had to back up a turn in order to get them not to surrende

285 Replies 15,977 Views

[quote] have now been testing when they disapear it is during your own turns and only after you save but also autosaves[/quote] I have seen them disapear when loadin one save from a turn, but not another, and as far as I remember I've even seen cases where the anomality was gone from the earlier of the two saves.

10 Replies 390 Views

[quote]Anomalies will come and go as time passes. even if you do not explore them.[/quote] Have seen them go, but never come. And they have allways disapeared during a turn, never between turns.

10 Replies 390 Views

[quote]I think you are not up to date on the make up of the U.S. Navy. Women now serve in all craft except for submarines.[/quote] And so what? How much fun is it to dance with a 100 kg woman that lifts 3-4 times as much as you while working out? No, back to the point. How realistic is it to make a combined misile/aricraft carrier and party resort? And what about the "100 kids per couple" population growth? In 14 years you'll have grandmothers so a population growth of

9 Replies 275 Views

Ok, admitted I'd take a guided tour of an aircraft carrier, provided no nukes were targeted on my hometown. We are still NATO partners .... I hope ;) [quote]Might be kinda fun, if they let you launch beer cans with the catapult. [/quote] What about launching unwanted politicians? :HOT: LOL :HOT: LOL But seriousely what's the chance of an armed aircraft carrier being used as an amusement park off the cost of China or the Middle East, and if it was what's the chance of it

9 Replies 275 Views

There are a few things that I find a little strange in GalCiv. The two most prominent are: The population growth. At the year 2178 Earth had 1 billion taxpayers and an additional 0.1 are on the colony ship. Asuming that ~5% of the total population are taxpayers that's a total population of ~20 bilion. With 50-60% under the age of 18. so that's an adult population of ~10 billion, not unrealistic. In my current game I'm now at june 2192, that's 14 years after

9 Replies 275 Views

Free research bug. At the last turn last night I almost compleated a research project, my guess is that I missed the mark by 1-2% of the total cost of that technology. When I started the game again today I had somehow suddenly completed the research project anyway. Thinking back I have had this happend a few times. I have the savegames, but I don't know where to send them.

285 Replies 15,977 Views

In my current game the best star with the highest influence is a white star with one PQ14 planet. Before I settled it, it was way over Sol and I something like +100% influence from tech and starbases. Now it has an influence of 80 and the planet is PQ16 with 2.6B pop and News Network.

7 Replies 609 Views

AtG thanks for the tip, but I do know how treat the effects of the problem (I do use propaganda, and improvements). What I want is a way to treat the problem, apart from building a colony-ship that is. The problem is not so much that I have overpopulated planet as that I have underpopulated planets where I can't transfer excess population from other planets to. After all, more pop means more tax and more production.

7 Replies 218 Views

The number of turnes left for a research project is off, I have had research not complete, even though the research page showed that it should complete next turn, and research complete when it said 3 turns. Since the spending on research and the actual output in tearms of research-points depend on both the civ-wide research ability and the varying planetary bonuses, the excact relationship can only be determined by trial and error (read "try and reload")

285 Replies 15,977 Views

Hmm. never thought of that, I thought you could only drop it on unpopulated plaets or on the system as a whole. It would be nice to be able to decide witch planet would recieve the population from a transport. Thst way I'd not waste 50 construction point on the colony ship. I have seen AI systems with half the pop on the lowest PQ planet (PQ15) of a 4 colony system. 6B on one and 6.1B on the other 3 planets as a total. I know what happend, but I'd hate to have that system flip.

7 Replies 218 Views

Well nut much chance of having 4 SBs in the same sector as the game is right now. :sniff!: 4 SBs costs at a minimum 0+200+400+600=1200 BC If you have 4 resources it's 800+1000+1200+1400=4400 bc, not counting the cost of building the constructors.

13 Replies 357 Views