TheoLeo

TheoLeo

Joined Member # 386850
0 Posts 0 Replies 54 Reputation

I havent had Excaliburs in last few games (as you can tell by my numbers) but the defense module adds +48 to the starbase defense. It doesnt yet work as the module gets built but the defense bonus doesnt get added. Even if it did work, it wont be enough to save the base. A 2nd excalibur defense upgrade of +96 (48x2) might give the base a chance to survive: 210 def vs 300 attack. has anyone ever built an excalibur before the tech win?

57 Replies 1,477 Views

They are stupid at protecting their planets. It makes no sense to have colony ships in orbit after colonization is finished. They are easily destroyed and the star system loses 5,000 population for each ship destroyed, making invasion easier. A good fix would be to absorb unused colony ships and build Defenders instead. BattleAxes and Defenders fair equally as well against Dreadnoughts but both stop transports.

9 Replies 615 Views

Will there be a cap on the size of colony ships? When a large AI system defects, I buy a colony ship and load it with 40,000 and sent them to Earth. This increases the moral of the system to 100 and Earth easily absorbs the ship upon arrival. A 50 shield ship to transport the equivalent of 8 or more full loaded combat transports is :notsure: The game needs a high speed civilian transport ship to ferry populations between star systems. This ship should be available with Dreadnoughts. O

14 Replies 2,513 Views

Those little pop ups that appear when the mouse moves over an icon need an on/off switch. In my gigantic galaxy, I ended up near the edge. While trying to look at the stars on edge of the mini-map, the pop up covers whole sectors. (:(

5 Replies 191 Views

I'd like to revisit this thread. I remember in the original os/2 game, the text in the various defense improvements applied to the ships in orbit as well as ground troops. The old text, if I remember correctly, stated that a defensive shield engulfs the planet and ships in orbit. Does this still apply? If not, should it?

4 Replies 459 Views

Since GalCiv is an a long term development project, I have a suggestion: A planet builds a unique improvement. If it survives the invasion, the spoils goes to the victor. Since we dont really know what each AI planet builds, this could be a bonus for traditional warfare versus core detonation. Sparing the planet's improvements could yield a surprise bonus! LOL BTW, I've captured planets with Manufacturing Capitols and got the extra 100% production bonus.

13 Replies 356 Views

Rally points - great idea - needs tweeking. 1) There are unused buttons on the ship info screen. Rally points should also be set here. (see 5.) 2) Rally points need to show on the mini-map. maybe a pulsating dot. 3) I tried and dont care to set my rally points on the planet view screen. It auto-launched my defenders. 4) On the sector map, besides the new 'set rally point button', a find next rally point button should be added. (see 6) 5) All of my s

7 Replies 1,626 Views

I just conquered a System. On the very next turn, the Skull appears. 2 turns later, the rest of my fleet arrives and I conquered the other 2 systems in that sector, giving me complete control. Its been 36 turns and the skull is still there. I have 100% morale and 99% of the sector influence. My suggestions: 1) There should be no skull for 1 year after conquering a system. Its your troops on the ground. 2) After 1 year of owning 51%+ of a sector's influence, the skull d

21 Replies 789 Views