Kblore

Kblore

Joined Member # 2514610
0 Posts 0 Replies 3,528 Reputation

It's hard to say. GalCiv II has done very well but games are still less than half our revenue and there won't be any new major Stardock games for a bit other than GalCiv II related stuff. Personally I hope you do stick to GC2 stuff. I think GC2 is a very good game with the potential to be really fanatastic. I see all sorts of possibilities for $

50 Replies 31,548 Views

They could "fix" it by not healing the ships when they are upgraded Gotta agree that I believe HPs should not be healed during upgrading. Also ships that have used any movement points shouldn't be upgradeable that turn. IMHO They aren't bugs or exploits but definite cheese and oh boy do I smell. Maybe adding a repair op

13 Replies 6,313 Views

Actually the flagship is upgradedable to any medium sized hull design. And it has seemed to be treated differently than other ships to me -- the other ships in a fleet get attacked before it does for the most part. And it retains the flagship name i believe. Noticed these things with update 1.2 .

8 Replies 7,818 Views

When I first started I thought the tile bonus's on the homeworld were very important and probally as important as or a little more important than difficulty level. However after playing with them and without them, I now realize that they matter very little to me now that I hsve improved/refined my opening strategy. There is an awful lotta depth to this game and I was really surprised how long I have been able to keep refining the opening strategy I am using. For the first 3-5 games a p

16 Replies 7,858 Views

If you want to generate a new map with the same game settings you can just hit controll-n, use to do it all the time to get the tile bonus's on homeworld. However anymore I just take what I get and run with it.

16 Replies 7,858 Views

It's a game and population is just a game element and works pretty well as implemented in what is one really good game. However , in game terms, morale goes down as population goes up but one of the 'explanations' for population ( tax base ) going up is more people joining the tax ranks -- so shouldn't morale really being going up if more people are willing/able to pay taxes? And if you think population raises 'reality' questions -- think about having to choose between producti

28 Replies 14,554 Views

Just did it for myself -- got that error message like 3 times but eventually took -- I did use paint to change it to a bitmap file and tried that after the failures -- that generated a red text message -- but after that the jpeg file took -- also the image here is the 150x150 image. good luck

6 Replies 7,010 Views

Uh... use the economy sliders? There are instances where the economy sliders won't do what one might want but focus will. For instance -- one builds no factory type buildings but builds a lot of NLCs and uses focus to get MP.

7 Replies 8,700 Views

Hey sort of sparked a thought -- how about rather than some huge offensive ship -- a ship that has huge HPs like say 500HPs, huge hulled size or maybe a little larger like 2X huge but huge logistics -- but only 1 per civ. Say it could only regen 1HP/turn unless in orbit and if in orbit say 5HP/turn. Upgradable but doesn't recover HPs with upgrade. Maybe make it a "Super Project" but built at a starport -- available when we get a certain tech like say Advanced Hulls. Just a spur

8 Replies 5,808 Views

I also would like some type of universal focus set -- preferably a litle more powerful than just turn focus on for all planets in this or that. Such as turn focus on in research for all planets where turns to complete current MP project doesn't change with focus. If not something to turn on -- how about just a clear all focus button? I like the idea of right clicking to be able to do buys from the colony management screen. Would be nice to be able to rename planets wit

7 Replies 8,700 Views

Which version of the game are you playing? There is a pretty big jump up to masochistic difficulty in update 1.2 and earlier. 1.3beta 2a has more gradual difficulty levels i believe. Also there have been several posts that give good ideas on how to win at suicidal difficulty -- just do a search for suicidal.

12 Replies 9,682 Views

To get population growth per turn 1: First get .03 x population up to .o75B (get .075 when planet's population is 2.5B ) 2: Then that gets multiplied by population growth modifiers ( such as civilization bonus, bonus from an anomalie, + or - bonus from a planet ) 3: Then the result from {2} gets multiplied by any planet population growth bonus for morale; Population growth doubled if planets morale is 100% population growth is 125% if planets morale is above 7

17 Replies 16,049 Views

Suicidal, Gigantic map, rare habitable planets other galaxy options common -- got 16 planets for my civ -- 3400 tax income - 2100 expenses = +1300bc/turn on turn 5-8-2227 with no trade routes and only market centers and population is not built up yet. Why would i want to spend the time to build freighters and all the econ starbases to get a good trade income? In another 6 months or so I'll prob have +3K to +4K income/turn unless I conquer a bunch of planets by then and have deficits on

43 Replies 35,819 Views

Really there isn't much difference between update1.2 and 1.3beta2a. The extra round of ship moves with a save/load has been removed with 1.3 beta which is nice. Noticed a few small bugs fixed like ships no longer getting stuck if moving next to a ship being upgraded. Haven't had any really big issues with 1.3beta but did have my starting colony ship just disappear a few turns into the current game I'm playing but I just continued on and am doing fine. Not sure but sort of looks like they upped t

3 Replies 5,734 Views

Um trade is horrible on larger maps. PERIOD. (unless something has changed in 1.3) Agree with your whole post 100%.

43 Replies 35,819 Views

Darth Griffin -- gotta say I completely disagree -- a 700% research bonus tile on my homeworld is probably the best bonus tile I could get for my homeworld. Gives me a 2 turn jump just on my first 4 turns of the game. Also never came close to causing a money problem for me.

16 Replies 10,960 Views

The growth rates for PQ5 and under worlds seem to be normal to me but the population seems to only grow to around 4.6-4.7B on a PQ5 world and 2.6-2.7 on a PQ4 world. Have noticed there seems to be population growth limits for PQ8 and PQ9 worlds too. You can still put in farm tiles and then transport in population. Personally I just filter off population into transports so that i still get population growth. Get a few transports early from the low PQ worlds while my higher PQ worlds are

2 Replies 5,775 Views

Never seen a post on this. I can upgrade my ships with no turn cost right now. Also ships completely heal and regain all their HPs when they are upgraded. A lot of games won't let you do an upgrade if you've moved the ship on that turn -- for this game because of the upgrade all ships option, I think they should add 1 turn to the upgrade time for a ship if it has been moved in the turn an upgrade has been made. Also completely regaining HPs with an upgrade just seems way too po

2 Replies 3,467 Views