Planet type should become LESS of an issue the higher the tech becomes. (this is sci-fi!! And if you can make a terror star you can make just about anything! Floating cities in the Jovien atmosphere harvesting the gases or deeper chemical processes. Giant domed or underground cities on “dead” worlds . . People will go where the resources are . . and how about Ring worlds or Dison (sp) spheres for planet less stars! The could be created just like a terror star. A really easy fix would be all
ta_erog
A little aside . . One thing I really hope gets looked at is the “grey” area of trade . . There must be some way where you might get a better then normal trade with skill or ripped off with none not a strict binary good/bad formula. Right know the AI will either trade or not trade (depicted by the color of the text) it is very binary with chance seeming not to play a role (real trade is full of it). . with the trade bonuses there should be a growing lee way of trade possibilities to allow
“ship customization” is not a big deal in a truly strategic game and that is what Galciv is! While Building custom ships and fighting them IS fun does it really fit in a truly strategic game or like MooIII keeps saying a Macro game ?? I don’t think so . .if every thing else is abstracted why not combat? So I do not miss it at all (and anyone that used to play very strategic and in-depth board games should not either.) Also, Being able by trade, diplomacy and influence keep two empires fighti
I have Both . . and selling MooIII (very broken release and no fix after a month) Galciv = great support (though it worked fine out of the “box” AND some great strategic games . . the same can’t be said for MooIII (even the developers said it was a real mess when they had to chop allot of features out but it was a o.k. game . . considering) Also the people here are GREAT! :) Unlike the MooIII forums. :(
Herm, this seems fine . . if you are a better diplomat you should be able to swindle them . . and visa versa . . Also one might need immediate funds and others might be willing to give loans for a prophet. All good and normal! :)
Popup Target - I know that version would be a larger change then needed right now (really an add-on), though hardly a imposable change (the changes in the UI would be very minor if any, no new UI elements needed, and the AI changes should not be bad either just some added commodities simular to money and influence points, and it is now ok to not build everywhere all of the time). . I see it as unlikely to be done at this point but worth saying because it may give ideas to those in charge for thi
Popup Target - I understand the problem you state above but I don’t see why it would still be a problem with this slightly alternate way of dealing with it. Set it up where either Queue’s production slider 100% is a percentage of the # projects not the # of worlds . . so in your scenario “one planet producing a wonder that I consider to be important and 15 planets that aren't building anything in the social queue, but they all have something in the military queue” The 100% mark wit
I am new here . .And read most but not all of the 4 pages of posts so please forgive me if I am repeating something already said (just think if me as reinforcing it if so ;) ) Any way there seems to be a few ways to go at this . . 1) Simply do not allocate any money from the global slider to any planet with no projects (this has been said before but I want to clarify). The global military slider 0-100% only includes producing planets . so 100% would be the max the military producin