Random event bug: The Torians just found a pre-coursor device that increased the PQ of all planets in their sector by 13. Not bad except there is only 1 planet in their star system: Homeworld. This random event should check to make sure there are planets available. BTW, I never get this event, always an AI gets it.
TheoLeo
in my last game, my morale was 100% for most of the game and by Feb2200, I was running out of troops. planets whose populations over 20,000mil are my troop producing planets. I rarely get a planet with over 30,000 - they just seem to stop growing, even though morale is 100%. Is there a cap to population size?
what is the most cr anyone has paid for a starbase? 2,000 was the most i paid last game, and some resources did not get mined.
In one of GalCiv early beta, the Bradians was one of the more advanced minors and their picture was human wearing a tie, perhaps the frogman himself :D
[quote] 10 bc for infrastructure maintenance, plus 10 bc for every module. [/quote] 1 cr per mod is better It would be cheaper to park 4 BattleShips on a SB than build up the def mods.
I'm still in my first 1.19 game and it happened twice - AI declares war on me and I got no warning until first attack. There used to be a pop-up warning - what happened? :notsure:
didnt think about party palaces. i like playing large+ maps and dont like being penalized for it
I do not like the new Starbase costs: first base 0cr, 2nd 200cr, 3rd 400cr and so forth. For the Tiny/rare gamer, no problem as the are not many bases. In the gigantic/abundant games, the cost is prohibitive: the 20th sector's starbase may never get built: 4,000cr or more if you count resources. Factor in building a 2nd starbase in each sector and the costs skyrockets. My suggestion: fix the cost of each constructor upgrade at 200cr. This charge is for the initial starbase construction
I'm having trouble saving games - anyone else? :notsure:
[quote]We are hoping to release a GalCiv 1.19 on this Friday.[/quote] :CONGRAT: :HOT: :SURPRISED: :D LOL :)
I pre-ordered AP - how do I get the beta?
the Red ones really help your ship's off/def stats. You max 3 of these red resources and your ship stats increase 68*3=204%. Will enough red resources, your Dreadnought can destroy an Overlord.
when will it be available for download??
I made the same arguements last year - to no avail. Civilization III has capitalization - GalCiv doesn't. :sniff!:
[quote]If the earth is gone then what happens to Piccard and Janeway. Not another time paradox oh my head is starting to hurt[/quote] Piccard was TNG and Janeway was Voyager. This Captain was infected with a parasite when Enterprise ran into an anomaly. 12 years after Earth and its colonies were destroyed, a cure was found. As each paraiste was destroyed, all records of it disappeared. When the last parasite was destroyed, it was as if the Captain never got infected and history was chan
I like empires with lots of active players. any suggestions?
Did anyone watch the Star Trek show Enterprise Wednesday night on UPN? A Terror Star blows up Earth in that episode. Good special effects. There is a bug in the game that allows Terror stars to move 8 moves per turn. ver 1.13 still has it. I always felt that Terror stars should have the same movement as Battle Axes. (they did in the OS/2 version)
[quote]Empty sectors would get 4, enough to max out a trade base or build a culture palace[/quote] I think a party palace is more than 4. What about defense upgrades? Terror Stars with no defense? :sniff!: I agree the influence bonus needs fixing.
[quote]But starbases are static!They cannot avoid attack.They cannot manouver[/quote] I've built SB with Overlord II defensive mods only to see 1 Overlord wipeout that SB and lose just 50 HP! I am not saying SB should be invincible. A single ship should not be able to take out a SB. Lets have a trial period for additional SB mods. If they add to the game then we keep them, else remove them in next build.
Aldar, were you a fan of Star Trek Deep Space Nine?
[quote]Starbases weaker than a ship? They should be 100 times stronger. Why would you (as a nation) invest so heavily in your trade, economy, whatever, only to have the whimpy tinfoil littl toy fall pray to a passing shark? [/quote] I agree 100% Why should I invest 20 constructors in a SB instead of 4 Avatars. [quote]starbases become invincable[/quote] I disagree. Starbases will never become indestructable. I'm saying that one Top-Of-the-Line ship should be able to dam
[quote]the more SB you build for something the less each one will be useful[/quote] That logic works only for production SB. Cultural SB increases multiply each other: 3 party palaces in 1 sector give crazy bonus. Miltary SB increase just add up. Not sure about trade. Getting to Excalibur isnt hard in a rare/huge galaxy. What do you think about additional SB defense mods?
SB really need Excaliburs defenses. [Message Edited]
I'm not sure what you mean. The stacking questing is mute as I rarely build miltary SB. 2 or 3 production, trade, and/or cultural SB per sector is enough. Cultural and trade bases stack better than miltary while production gets a hit. What is really needed are more defensive modules (and a increase HP modules). I've seen Overlords destroy a def 80 SB without much damage. Excaliburs take no damage unless an Excalibur is guarding the SB.
[quote]you can also build starbases next to each other if there is a sector boundary in between *wink*[/quote] this cheese needs to be fixed. I like the 3 parsec rule. I have a suggestion for version 2: Starbase and planet influence extends 7 parsecs into space. A starbase would influence all planets and ships within 7 sectors of it. Why should a base on the grid line influence a planet 14 parsecs away and not the one on the other side of the line, even thought it is only 2 par