Gaunathor

Gaunathor

Joined Member # 2472842
3 Posts 434 Replies 29,292 Reputation

The Vault isn't the only thing which could use an update. The databanks haven't seen anything new since the timeline got added last November. I realise, that the devs are busy making the game, but even something small would be nice. Like a civilisations-entry for the Iridium Corp. (or the Snathi).

14 Replies 15,884 Views

[quote who="Gilmoy" reply="4" id="3490217"]These 3 specializations should all use the same game mechanism: they globally modify all colonies, find all tile improvements of their type (e.g. that say "Research Improvement"), and give +1 level.[/quote] That's how they work, as far as I can tell. [quote who="Gilmoy" reply="4" id="3490217"]Conjecture: This game mechanism isn't working.[/quote] It is working. The problem is, that Environmental Research actually provi

5 Replies 8,649 Views

[quote who="parrottmath" reply="6" id="3489812"]Is there a thread that indicates what happened to their servers on Monday or some announcement thread? I'm just curious.[/quote] Only this . There may be more on Stardock's facebook-page, but I'm not going there. The Steam-forums are bad enough. [e digicons]:sick:[/e]

24 Replies 26,031 Views

[quote who="joeball123" reply="42" id="3489396"] We also know that Galactic Civilizations parsecs do not actually represent real-world parsecs; my best guess for how they actually relate would be that the real-world parsec is the distance that a hyperdrive-equipped vessel with a 1 parsec per week movement rating would travel in one week when the hyperdrive is negligibly affected by gravity (i.e. far from any nearby massive bodies like stars and planets), though Gaunathor may turn up with

46 Replies 168,023 Views

[quote who="WIllythemailboy" reply="2" id="3488905"]If your empire was so unbalance that shutting down didn't give you positive income, you just sat paralyzed until someone started taking planets from you.[/quote] You could still do things to get back on your feet. Like selling techs and other stuff to your less aggressive neighbours, or getting rid of some high-maintenance improvements. The AI, on the other hand, had often big troubles recovering from this. Especially whe

6 Replies 21,462 Views

The devs have already addressed this here : [quote]We have played with several options for building Starbases. In early builds the player would build a starbase from a planets production queue, this tended to slow the players ability to both build up their worlds, and build up their Starports. In short it was not fun and slowed down the game. We also consi

2 Replies 12,747 Views

It's supposed to increase the level of your manufacturing improvements by +1. However, it actually increases the level of your research improvements instead. (You have to wait a turn before the bonus gets applied.) Environmental Research, on the other hand, is supposed to increase the level of your research improvements, while actually increasing the level of your manufacturing improvements. So basically, those two techs are switched up.

3 Replies 17,686 Views

[quote who="Achronous" reply="1" id="3488210"]Speed of ships is also supposed to be tied to the mass around, so in an empty place the ships just wouldn't move much.[/quote] Not quite. The more mass in an area, the weaker the space-folding effect of the hyperdrive. So, the less mass in an area, the faster your ships are. With no mass in the area, like outside our galaxy, your ships would have infinite speed. However, as Frogboy <a href="https://forums.galciv3.com/449660/get;3451793

8 Replies 4,079 Views

Both the Colonial Hospital and the Xeno Medical Center have the same manufacturing cost (39). My guess is, that this is causing a divide-by-zero error, because the upgrade-cost is 0, which results in that huge turn number to appear. The actual upgrade-time is still only 1 turn as expected.

4 Replies 5,259 Views

I originally thought it was bugged too, but it is actually correct. The first cost-reduction is for manufacturing improvements, and the second one for research improvements. It's just confusing, because both use the same icon and name.

1 Replies 3,807 Views

It's not a question of whether TC can be done. It's a question of whether the devs want it in their game. Last I checked, they don't (as exemplified by a post of Stardock's CEO himself). [quote who="Frogboy" reply="38" id="3485465"]I like tactical battles too but GalCiv isn't the place for them.[/quote]

84 Replies 460,750 Views

Shipyards being able to build multiple ships at once was part of the plan . At least, it was when Frogboy made that post. [e digicons] [quote who="Frogboy" reply="3" id="3457705"] The idea is that a shipyard could pump out multiple ships per turn. So you build a shipyard on the other side of the galaxy and have your palnets point to it and then it cranks out tons of stuff rather than having

9 Replies 39,055 Views

[quote]Iridium world is effecting the entire civ rather than just the plant on which it is built. All my planets currently have +750% wealth just from these improvements.[/quote] This is because the improvement has this tag Global for both the income and influence bonus.

13 Replies 5,392 Views

In GalCiv 2, Super Projects, Galactic Achievements, and Trade Goods, were hardcoded to be indestructible. Normal improvements, on the other hand, required the Indestructable-tag for that. I'm wondering, if the devs just haven't gotten around to write the necessary code yet, or (if they're not going the hardcoding-route this time) if they just forgot to add the IsIndestructible-tag to all those improvements. It's also possible, that

4 Replies 6,025 Views