Wade_Smith

Wade_Smith

Joined Member # 2434991
2 Posts 11 Replies 22,680 Reputation

TyrGodOfWar is right, starbases have a small base of influence. BUT.... they work really well with MULTIPLE influence starbases because their enhancement work in synchrony on each other. I don't have the math, but if you have two fully upgraded starbases that are within each other's range, they are exponentially more powerful But do they work m

12 Replies 9,329 Views

Dang it. Yes space has no noise because it's a vaccuum. Thus all that noise from a ship would not travel outside of the ship. Qoute : " also think this would encourage people to make sensor ships to counter this threat. Almost like real life intelligence/counter-intelligence. The Cloak Tech Tree could be something like: Stealth (gives the ship special armor that is resistant to sensors), EM Control (gives the ship a device that eliminates electronic emissions),

18 Replies 21,931 Views

For a ship with speed Fast to be better than a ship with speed Slow we need (Distance/Slow - Distance/Fast)*Value - EngineCost > 0. Value is actually the average value of the route over the most distant (Distance/Slow - Distance/Fast) squares but can be estimated as the average value over the entire route (generally an underestimate). We actually need the result to be reas

21 Replies 12,530 Views

The bases provide an influence bonus to your planets. The bases do nothing directly to your opponents planets. Just as the military and economic starbases do. So placing influence starbaces so that opponents planets are in its range does nothing. Your planets need to be within its range to receive the bonuses. All influence emminates from your planets only...not your influence starbases. This should be stated better in the game. <img src="smiles/Mad

12 Replies 9,329 Views

Well, I usually position them between my opponent's planets, the more it covers the better. But the bases provide an influence bonus to your planets. The bases do nothing directly to your opponents. All influence emminates from your planets only...not your influence starbases. This should be stated better in the gam

16 Replies 8,626 Views

OK. I know exactly what you are asking because I wondered about this too. The influence starbases work the same as military and economic starbases. Meaning they provide bonuses to whatever you have built on a planet within the starbases range. So...You build the influence starbase so that your planets are in its range...not so its range is "pushing" or influencing the opponent. I think this should be mentioned better in the game. -Wade

16 Replies 8,626 Views

plus in the long run the longer it takes the freighter to get from one planet to the other = more money, thats why the further away it gose the more money it brings in, so if it did go faster then 1 square you'd actually be losing money Exactly! "You receive income each turn though." -Wade

21 Replies 12,530 Views

It would be interseting but to "unreal" to be interseting long enough to play for long...does that make since? You control the entire galaxy but are not a winner? -Wade

5 Replies 3,956 Views

Looks like there is an option right on that screen called "allow entire script this time". Bet you can click on that and you'd be all set. Yes. I get this message to and I do click "Allow entire script this time." Every time I play the game. I wish there was a way to avoid it as stated above with out having to disable protection. But at least

8 Replies 4,755 Views

More engines lets you establish the route faster but then it moves only one "square" per turn. So you must consider a balance. You receive income each turn though. Quote : "almost positive you cant add more then 1 trade module, just like construction moduels." :This is correct. -Wade

21 Replies 12,530 Views

Most of those ideas are awesome but look like they would take a hell of a long time to implement. Well most of these ideas are not totaly mine. They are parts of various games. It would take a while to implement some of them to Galactic Civilizations but it is possible. May be for Galactic Civilizations 3. While I mentioned these co

43 Replies 56,449 Views

How about a Civilization and Galactic Civilizations hybrid? Instead of just starting with a scout and colony ship you will lead up to that point. The early game could be a version of 'Civilization',maybe simplified. You would colonize and unite/conquer your homeworld and build your first colony ship.Then the game would continue into space. This would give you the fealing of pride and historical life, even more, of your homeworld and civilization. You would'nt even have to

43 Replies 56,449 Views

A game already exists like that and it uses a similar game "engine". It's called Civilization 4. Ever heared of it? It's only one of the most popular ever turn based games. Link -Wade

6 Replies 9,208 Views

(It's a long read but it's worth it.) Galactic Civilizations 2: Dread Lords is a great Game. If the following concepts are included in Galactic Civilizations, without it being too complex for the player, then it would become a near perfect game... In my humble opinion. I know that some of these concepts have been mentioned and debated. I'm trying to use "influence" on Stardock. Hence my subtitle: "Any Ideas? Let's inform Stardock." -researching and co

43 Replies 56,449 Views