Empyrean

Empyrean

Joined Member # 2426306
0 Posts 1 Replies 181 Reputation

That would be a cool and convenient feature. Maybe for an expansion pack or sequel, since Galciv 2 budget isn't getting any bigger for new features and such. I'd rather see the existing game get a little more polished than implement a new feature that might not work quite right.

11 Replies 7,504 Views

This is a great game. I really appreciate all the work you do on it, especially that which gets done outside of the budget. That's basically volunteer work for the people who love the game, and it doesn't go unnoticed or unappreciated. Great work!

92 Replies 116,999 Views

My first is the Guild Wars Alpha Test forums. Wikipedia (no 'C' in it) is second. After that, the Ludwig von Mises Institute is third.

15 Replies 9,820 Views

Or you can just build strong fighters and have them serve as pickets... Bad tactic. Concentrating your forces into fleets guarantees victory when a dispersed force would be annihilated. It is far more cost effective to use scouts for scouting and fighters for butt-kicking.

8 Replies 3,538 Views

It's good practice to cite your sources. That was from wikipedia. Link If you ever need clarification on just about anything, Wikipedia is arguably the most comprehensive online reference out there.

15 Replies 9,820 Views

Also you don't need 100% morale, thats unachievable, keep it at 60% for begin games! Bad advice. At the beginning of the game, all of your empire's population is located on your homeworld. Even after a few planets have been colonized, the majority of your empire's population is still on your homeworld. What that means is that one or two

13 Replies 9,260 Views

Use them in conjunction with military starbases. A fleet with three Medium ships would get a total of +9 attack with the first level upgrades, while six Tiny ships would get +18. Throw a point of defense on there and they become a lot more survivable thanks to the defense bonus from your starbase. It's a very cost effective way of defending yourself if you can't afford an advance fleet to intercept the enemy on their own ground.

38 Replies 13,172 Views

If you've already got fifteen factories on the planet, getting speed +1 instead of a sixteenth factory makes perfect sense to me. I find that the extra movement point matters a lot more than one would initially think.

26 Replies 17,950 Views

Personally, I think it's bad for gameplay that homewolrd and other planets in homeworld solar system have random bonuses. Agreed. I can't imagine ever losing a game where I start with a 700% manufacturing bonus tile. The initial advantage is just enormous, which translates into an extremely strong position in the mid game. There is just never an

48 Replies 31,252 Views

You don't need to acually change anything at all if you don't want to I don't and beat the AI's to all the good planets and outclass them in reseach every game. Starting with a 700% bonus tile, you'd have to be an idiot not to beat the AI. I'm telling him how to maximize his production and produce more research at the same time, producing an even c

48 Replies 31,252 Views

Use the money that you save on research to build troop transports and lower taxes to increase morale/population growth. This strategy is effective and quite cheesy. You trade a small amount of citizens and less than 150 BC for the transport in exchange for a relatively reliable shot at a high level tech. Even if you only get a mid level tech, that's still an awesome deal, especially if you get a weapon tech.

20 Replies 7,636 Views

okay, well i've gotten into tweaking the game myself from time to time, as you can see above. would you happen to know how i might be able to change the way combat rolls are calculated myself? I'd suspect that it's hard coded. Sorry. <TD class="

111 Replies 43,439 Views

I'm sorry empyrean, but you're just wrong. The fleet calculators don't work on the coming model, so they won't allow shots to be fired by the defending fleet. You have no idea what you're talking about. Even with the defensive fleet attacking first, they still lose consistently. Defensive fleets can't take as much advantage of a first strike, and

111 Replies 43,439 Views

researching high-end defenses is much easier than researching high-end offenses. Even so, the additional cost of building and maintaining defense modules makes their use a bad idea, even when you have a technological advantage. Using higher tech weapons is almost always a good idea, because cost increase is smaller than the performance increase, ex

111 Replies 43,439 Views

Defenses are a lot better if you've already got a huge advantage because it makes the damage you take a lot smaller when victory is already assured. A fleet of defensive ships facing a fleet of offensive ships will get wasted on a consistent basis, unless the defensive fleet is composed of very large ships and the attacker is just a swarm of fighters without military starbase support. Anyone who thinks that defense beats offense needs to spend some time with the fleet combat simulator. Even w

111 Replies 43,439 Views

Since you apparently haven't noticed, all of your planets get an influence bonus based on the total influence produced by your entire empire. An influence planet in the middle of your empire makes all of your planets have more influence, so influence matters even on planets that are not at your borders.

22 Replies 10,397 Views

There are, in a sense. A good tax planet has a couple of farms as well as the economy buildings. A farming bonus saves tiles that you can place economy buildings on. Same deal with approval bonus tiles.

22 Replies 10,397 Views

A mobile factory ship for making small or tiny ships would be an interesting and fun mechanic, but possibly rather difficult to implement. I wouldn't allow making medium ships from a mobile factory, as those are capital ships. As long as production is slow enough that you still need to plan your campaigns in advance, I could see this being a very fun addition.

19 Replies 11,163 Views