[quote]The administrative champions should gain exp doing their jobs slowly over time.[/quote] I like this idea! [quote]*Please show the champions' attributes in their info pages. I want to decide whether or not to imbue them and how to build them up right when I recruit them, but can't see the attributes until they level up.[/quote] I noticed the same thing playing last night and was going to say the same thing. You saved me from doing it! + 1 karma!
DrApostle
[quote who="impinc" reply="1" id="2828259"]Your population now generates income. The more people in your city, the more it generates. However, watch what you build, as a lot of the buildings now have a maintenance cost per turn. [/quote] Look at the gold production window of any city that does not have a gold mine. Did you build a merchant hoping to get 25% bonus? Not there. Did you build a caravan hoping to get a 10% bonus? Not there. Ta
[quote who="Kantok" reply="5" id="2828510"]It does support population. Whatever the initial cap is (75?) It just doesn't support expanding the city enough to reach level 2 without further food commitment. From a meta-game sense, you would expect an outpost, even a frontier outpost just designed to be a waypoint for resources, to require some people to keep it running and protected, wouldn't you? Things don't get moved around without people to move them. &nb
I have started several games and in only 1 of them have I been able to found a city near a gold mine. In cities that do not have a gold mine, I build merchants and markets and send caravans so I can build up 80% economic bonuses. But since the city does not "produce" gold, there are no bonuses. Taxes are under "Misc" and not factored into the bonues that I can tell. 1. Is this the way the economy is supposed to function? 2. Am I missing a buildi
Fatcattrap, it looks like you're not going to be able to play the campaign in the beta! From the beta notes: *** The campaign is not playable in this version of the beta patch (it will be resolved before the final 1.1 patch) *** And the question has been asked: madtemplar0 also asked the same question
If I remember correctly trade and tech treaties give a % bonus. I remember it being 10%
[quote]About the release date of 1.1. I suppose I could be wrong about this but I remember the big content patch being talked about as a September thing. This may have been before these things were actually numbered.[/quote] Here is Brad's post that I dug up from the Google search cache: By Frogboy Posted Sep
From your document: [quote]The armies are gathered on the little shore/mountain gap. It looks lika a parade. Hate parade.[/quote] Very funny. It caught me off gaurd and I am still laughing.
[quote]I'd love to see the introduction of paved roads (as an upgrade which could reduce movement cost to .25), but I'd hate to see it as another caravan tech. [/quote] Great point. So have a tech to upgrade roads, but not a caravan tech. Done! I have another idea to go along with my previous 6, but this one takes some thought. 7. +1 movement in one's own territory. It makes sense because one should know his/her own backyard. I just worry
Ideas to speed up movement (brainstorming): 1. Raise default movement from 2. 2. Automatically increase movment with levels/experience, (makes sense because you level and expand your kingdom so it would be useful later in game). 3. Create a second "Caravan" tech to decreae movement on roads from .5 to .25 4. Create a Redeployment tech like Kaijen suggeted. 5. Create a military structure in a city that allows deplo
[quote] or (my preference) we create a dashed "path line" that shows our faction color for the possible move in that turn[/quote] Tactical Japanese RPG's do this and it works very well. [quote]Along with this change, your turn will consist of one move, and one action (attack, cast spell, use item, use ability, etc). [/quote] Awesome! [quote]This game, I had over 5000 materials and was hurting for guildar the whole game. I only had 1 gold mine and that was
[quote who="Sherekhaan" reply="42" id="2791573"]So... while we're talking about 1.1; originally it was planned for September, but I know 1.08 and the subsequent hotfixes delayed the schedule at least a week. Is it still on target for early to mid October, or are we looking towards the end now? Thanks. [/quote] Unless I am mistaken, 1.09 was always planned for September 30 and 1.1 was planned for an October release. EDIT: I not mistaken. Verifie
Thanks for your transparency. It is refreshing. I sent you a private message a while back when things were really bad. You haven't read it, so I'll just post it here. Brad, I just wanted to sent you a short note because you are busy ... even though there are more issues that I would like with Elemental, I am having fun with the game. It has been really stable on my machine and I have enjoyed learning about all of its aspects. Anyway, I hope this
Thanks for the replies! Regarding 4 member units, I have them. They cost a ton to make and upkeep. I use them as I wage war against the AI factions. In my current game I have more food that I produce each turn (40ish) than I gold I produce. I haven't even tapped into all my food sources because I don't need to. When you have the caravan multiplying food, there is no need. What I lack is gold. When you have a long border with the wilderness, wh
Each time there is a patch, I begin a new game. This game is my 4th. I play on an easier difficulty because I like to win. I am on turn 185 with 15 cities. I produce 53 arcane research a turn, which would be great if my champions mana didn't go to zero. I produce 32 tech research. Right now it takes about 12 turns to research a military tech and 6 turns to research most of the other techs. With parties and magic, I can wipe out entire civiliza
i don't personally think the game needs any more window dressing like this, i'd rather they concentrated on other things that add more to the game. This is hardly window dressing. When dealing with multiple starbases, it is easy to get confused on which ones have the modules they need. Instead of selecting each one and sending constructors ther
After doing a test I can confirm the wiki is correct that the normal % growth is normally 3% or 75 million whichever is smaller. This means that after 2.5 billion on a planet, 75 million (or 150 million with 100% approval) is the maximum amount of normal growth that can occur per turn. Of course, this was tested without racial traits or wonders that add to population growth.
In theory, the wiki accurately explains the population growth as outlined by Brad in the 1.1 notes. However what I did was examine the actual data and realized that the population increase was a constant number rather than a percentage of the population. I haven't tested this out with 1.2, but I will!
Here is a discovery I made in April: https://forums.galciv2.com/?forumid=162&aid=115100
KOTOR and GalCiv are really different animals when it comes to the implementation of speech audio. In KOTOR, there are options for responses which the developers can provide speech audio. In GalCiv, the possibilities are practically endless for speech that is initiated by the player. It would be a much more time intensive thing to do with little return. This is why speech audio is not present in turn based strategy games. (It is not in Civilization IV either.)
The latest stance by stardock is that #1 is a BUG not an anti-cheating mechanic. Please read the linked thread in post #4 for confirmation of said statement. Thanks! Actually, the post is here: https://forums.galciv2.com/?ForumID=274&AID=115670
Insert plea: Please fix the load/save game so that the game does not add extra movement points and halt production and research.
Anyone really believe this is a bug? -- Come on -- they just don't want you replaying turns to get an outcome you like. Problem is you cann't save/load a game without lossing game integrity and the game does crash occassionally. And a game can take me a week or so to play on Gigantic map -- so have to minimize using contoll-alt-delete and leave comp on. Thanks de
Hello, what about the casual gamer? I'm right here! I would like to play for 30 minutes to an hour without an artificial change to my game. I can do that with CIV4; why can't I do that with GCII. I also use the computer to do other things like video editing, so I really can't leave GCII running in the background. Right now my game graphs look like a heart monitor!