[quote who="naselus" reply="28" id="3603328"] You're not thinking in terms of process's. Mars has taken literally billions of years to lose it's atmosphere. If we're even thinking in timescales that relate to the lifespan of humanity as a species, you're looking at hundreds of thousands of factors. If you wanted to terraform the planet in a period to make it use able before humans have evolved into beings of pure energy, the loss factors you'require describing bec
Maiden666
[quote who="naselus" reply="28" id="3603328"] before humans have evolved into beings of pure energy [/quote] sure sure^^ holy crap, now on the verge of being called out for being the most silly person alive - what do you mean with -->that
[quote who="Director" reply="25" id="3603311"] On the same subject, I'd be interested in being able to terraform Venus. Perhaps a sort of 'floating algae' to eat up the CO2 would work. It could replicate into vast mats that would help block sunlight from reaching the surface, serving as a solar shield. [/quote] As far as I know Venus is already deflecting most solar radiation via the sulphuric clouds circulating in its outer atmosphere. A lot of its heat is deriv
Don't know everything I read on this subject is suggesting that CO2 enrichment isn't a solution because CO2 is unwanted as final state, and with the clearance of unwanted CO2 the greenhouse effect will also perish, loosing all temperature gains. That is, if you would be able to magically exchange the current CO2 with N/O the martian temperatur would decrease & its pressure also sink. Mars atmosphere currently is a compromise between the degradating forces of the solar wind
And about the funding - if I recall correctly all modern states signed a treaty to not claim land in space... I wonder which country is the first to break this^^
Mars atmosphere is already 96% CO2, adding a bit more is not going to make much of a difference in terms of climate. Besides, you actually want to decrease the CO2 with nitro/oxigen... The magnetic field might come back if the core crystalizes and releases energy by this. In a very distant future temperature will reach reasonable levels because the sun increases its output. At some point the polar caps might melt, IRRC the southern one holds alot of water. Still, Mars is not g
AFAIK MilSB are able to repair ships but the current game doesn't offer such a module. What's standardly considered as SB repair is +20 hitpoints, but this can only happen when that starbase is damaged. Constructors don't disappear into nothingness. If no module is availabe then you'll get a prompt about it, and the constructor will wait before the starbase. You could always try to select your modules manually, it's IMO the better way and you know f
Another reasonable way to use Fertility Clinics is to simply use them as early filler improvements which will help new planets to become economically stable, and once this is achieved (or: the planets pop is capped) then they can be overbuild by something else. Queue like this: 1. Starport 2. Recruiting Center 3-6. Fertility Clinics 7. Farm --> whenever surplus bc is available rushbuy a factory/lab on a free tile to hasten the process. <
The pop growth bonus is additive, so perhaps you're upset for no reason at all...? If you want to achieve a good popgrowth, then the first thing you should consider to aim for is 100% approval. That is, you select a planet that has one (or more) moral bonus tile(s) and you place your very best moral improvements on them, usually this will be the Political Capital. If the planet has food bonus tiles, use them, because this is going to give you some puffer in time. A
^that's interesting; what are these techniques for example?
Fascinating. You just encountered a bug, ie. the standard colony mod should not be able to support more than 250b ppl. About the upgrade costs: The sum you did pay is a kinda stardard fee you pay for downgrading a ship. Usually when you upgrade a ship, let's say original design costs 100 MP, and your new design is 200 MP, then you simply pay the missing 100 MP in credits, which would be around ~800. But when the new costs is less than the original design the game charges g
Doesn't work. Your ship needs, at least, a single colonymodule. After that, you could fit troop modules onto a Colony Ship in order to better increase the starting population. Or, you could use that ship for invasions, as well, the people from the colony pod are used for battle as well.
[quote who="naselus" reply="30" id="3599415"] Let's say I decide I'm sick of wasted production. So I'm going to make most of my planets industry and keep the global slider at 75% manu(so that, with focuses, I get 100% output on them). I set econ to zero and research to 25%. Bang, I'm straight back at producing a superdreddy every turn from every industry world. Sure, my econ output is low, as every econ world can only work at 1/4 efficiency, but since money is
I'm completely against any automation IF this automation makes logical decisions for the player, esp. if the game has the ability to calculate the mathematically very best design. Such automation is only necessary in RTS games like Distant Worlds Universe where you don't have the time to look into everything once your empire grows larger even at slower speed. But in a TBS you have all time of the world and before pressing the turn button, even could make a save in order to go
[quote who="joeball123" reply="39" id="3598837"] Also, regarding the command vs free market economy thing, I don't really see it as being applicable. The only planet improvements in the game which are not paid for, owned, operated, and maintained by the state are the trade goods and the colony or civilization capitals (and these only fail the "paid for" criterion). If planetary improvements represent the sum total of infrastructure, public and private, on a given world, then there is
These kinds of discussions always arise whenever you take something away from the game. Don't integrate stuff into the game, esp. if it's overpowered and players use it in order to play/win the game, if you'll have to take it out or nerf it at some point. Remember how forums went hot on the CargoSensorboat-dilemma? It's much better to do it the other way round, esp. if the quality or strength of specific thing is yet foggy: Introduce weakly and subsequently bu
[quote who="Dracul_JOSHI" reply="30" id="3598776"] I have been saying the same thing before, but people seem to understand the customization options of this game less than anything else in the game. Also, we should make a fundraiser, so that Frogboy can take a few classes... like economics 101, Philosophy 101, Gamedesign 101 etc. I am sure the series would benefit from it by the time GalCiv 5 is released. [/quote] [e digicons]:thumbsdown:[/e] &nb
[quote who="admiralWillyWilber" reply="52" id="3598657"]Have you read my Ai. post on Joe user forums I would like your input. The galciv equivalent to this is probably where the computer averages what you do for so many turns per turn per game. Not to hold against you, but to dictate on how it plays against you. Game two had a nice civilization screen, and espionage for helping it to do this if the programmers decided to implement this.[/quote] Haven't, but if you could provide a
tbh there's so many logical contradictions to this subject I just think of it that people are either send to work in (a) industry facilities (b) labs (c) markets. and please, for the sake of making a good *strategy* game, don't base its mechanism on some sort of "realism-sense" because (a) alot of people will only come to different conclusion and don't see it as being realistic at all (b) this will only drag down your available options of what can work out or intermingle</
[quote]It has NOTHING to do with the AI I read the forums and I see people talking about the change being made to make the AI easier. That’s a ridiculous argument. Not to be mean but only a non-programmer would say that. Micro-managing is what AIs do best. I could write up an AI that could tweak planetary wheels every turn to a level that would make most micro managers weep. Put another way: computers are faster and better at math than humans and the plan
Exactly. And it further eliminates the need to write code which would have enabled the AI to use this feature in the firts place. So removing it was a smart move from a certain economic standpoint.... ;)
Some of these "gases" actually is the helium-3 isotop and there's so much of it in there that it could sustain all our energy problem until earth becomes uninhabitable in 1.2bl years. besides, this is a game, real-life argumentation in spite of artifical gravity or faster-than-life travel seems absurd... Class0 planets serve absolutely no purpose. perhaps it's a way to tell us that even in the future not all planets can be inhabitated, ok then let's make it realist
[quote who="ChickSneadlov" reply="2" id="3596953"] You mean it doesn't actually take ten percent of my earnings or net worth every turn and give it to the treaty holder? That's great.[/quote] Yes, it actually creates something out of nothing, which is not really a good thing in a strategy game. But, at least, you can hand them out freely w/o weakening your own game. [quote who="ChickSneadlov" reply="2" id="3596953"] I just "won" that thing with the Dreadlords
I agree with you Marvin, and I really don't know anything about it, but how difficult (or how much work needs to go into) it would be to release this as a patch? I assume not much, someone just has to spend a few hours on it. Maybe, maybe I'm wrong, but I'm confident that the time spend by the people who created this update is much, much more...
First off a treaty doesn't subtract anything from you. It just gives the possessor 10% of your base econ income/research, and that is created out of nothing.... I usually wait to hand out treaties after ~2years 2 months, because around that time, the AI is considering to give out treaties as well, and I'll take other treaties for it. if you play a peaceful game, try to get as many as possible, esp. the tech ones are easy. theoretically you could give your own out much