Evil Muppet

Evil Muppet

Joined Member # 2416974
0 Posts 5 Replies 8,520 Reputation

Civilization was my first TBS. How I loved to play it. I must have been 10 or 11 at the time. I still remember how my very first game played out. I played the English, and I founded London on the spot. I built 2 militia, and I lost one to some barbs froma nearby hut. The second in my city held them off. I was too scared to send units to explore, because I thought there may be more coming. I built half a dozen miltia, fortifying one on each land square around my city, and one inside. I

81 Replies 78,180 Views

Some of those changes sound great. Really, thanks for all this patch stuff, but what about these bugs: - Economy/Research/Production doesn't work on first turn after reload - Incorrect build times displayed for first improvement in build queue - Right-clicking an X declares war on Y alert allows you to chat with X before you've met them. Are these too difficult to fix, or were they missed on purpose (i.e. are fixes already in the expansion)?

86 Replies 93,002 Views

I would imagine it would, but it's a *great* feature. I've never heard of this in any other game, but I lead a rather sheltered life. Does anyone know whether this has ever been done before? Not exactly, but the very first Civ game had an event log that could have been used to make something. If you checked the Civ directory after a game, there w

16 Replies 11,282 Views

Is anyone else waiting in anticipation for this feature? I think to mark the birth of the ESG, we should have a competition (official or not) to see who can sumbit the most interesting story (modified or not). I think the introduction of new features would be the perfect time for this, as people will have to learn how to cope with new challenges. This is much better, and makes for m

16 Replies 11,282 Views

Yeah, evil rocks. I pretty much stick to conquest myself. That's another reason for my suggestion, because I find it easy to mass produce transports when required and steamroll through the AI's worlds. I think the player would have to be more careful to balance their production if planets had to 'recharge' more often. You would need to produce a slow and steady stream of transports, instead of rushing a massive invasion fleet. The AI doesn't seem to react well to that.

6 Replies 8,475 Views

That's what I do currently, but sometimes you don't need to be producing so many transports. If you 'forget' a world for a while your approval rating will be affected. It also creates the problem of unpredictable taxes if you deplete too many worlds at once. The way I imagined it, "troop" worlds would produce something closer to the average taxes. You wouldn't need such a high population, so the high-income level would be reduced, and it would recharge more quickly, raising the low-inco

6 Replies 8,475 Views

How about being able to add extras to a favourites tab, so that you can immediately see a short list of your favourite pieces.

0 Replies 2,044 Views

Right now, people seem to ignore the food bonus tiles on most worlds. I think it's a shame that they're so worthless, so I've been thinking of an alternative way to use them. Perhaps if natural population growth was slowed down, farms and food production could be used to make your population grow faster. That way, good agricultural worlds can be used for filling transports and colony ships, as the population used would return more quickly. Farms in their current form could be replaced b

6 Replies 8,475 Views

Doesn't sound very interesting to me. It sounds like another level of complexity that doesn't really add anything new or different.

19 Replies 15,719 Views

I really hope they upgrade the ship design area Definitely. Cluttered shipyards are my biggest pet peeve right now. I have to limit myself to one game at a time so I can erase everything in my ship folder after each game. Also, the option to turn off the core designs. Who uses them? PS why are quotes broken? if I put two quotes

18 Replies 14,062 Views

While I think snatching colonies is important, I would prefer the colony rush to be slowed a bit, either by reducing ship range, or giving colonies a much tougher maintenance cost (perhaps a local government building could drastically reduce maintenance). I'm looking forward to the specialised habitats in the expansion, but rather than slow the colony rush, I think it will only result in scattered and chaotic empires.

17 Replies 11,105 Views

PS (cookie problem won't let me edit earlier post) For version 1.4: - Clicking the "X declares war on Y" alert icon, lets you chat to race X even if you haven't met them before. - Hotkey for taking screenshots? (pretty please with sugar on)

36 Replies 47,186 Views

Incidentally, we are also going to release a Galactic Civilizations II v1.4 shortly. That's great to hear! While you're doing that, can you fix the following: - 1st planetary improvement shows incorrect build time. - Production and research don't work on the first turn after a reload. - Easier way to keep shipyard clean

36 Replies 47,186 Views

Who is Kryo? Ssssh!!!!! You said "the name that must not be spoken"! If you utter it again, you increase the chance of him descending on his fiery wings, lifting us up and casting us into the dark pit of permaban!

15 Replies 10,375 Views