Cntl-R and Cntl-N ok but I perfer the F-keys. Is it possible to do this off the main menu like Diablo 2? My hot key suggestion: Cancel all auto-pilots.
TheoLeo
It's Nov 2195, huge galaxy, and I have 20 planets with nothing left to build. Suggestion: 1) a 'Garden of Eden' project: cost: 5,000 shields; benefits: 25% planet quality and 20% population growth. 2) Capitalization: converts every 4 shields to 1 bc.
Jack has a valid point!
There's a UP vote to increase the speed of constructors. my game had new speed at +7. After Hyperwarp, they moved at 18. Obliterator, Would you support a new speed tech if it just added 20% to speed?
How do I do that?
Magi, I now have 5 Quans and my soldering is 715%. Are you sure?
There is a vote in senate before going to war when a warship attacks. It seems the transports just sneak in without a vote.
I agree with Javier. Change Ultra-drive from a event to a end-game techs: 2x, 3x and 4x speed improvements. Sol, ask anyone who played Gigantic. It take a 24 turns for a ship to travel the length of a galaxy. With 4x drive, its only 6 months to travel the length of the galaxy. The Millennium Falcon is faster than our ships!
I just built a 4th. My soldering is now at 665%. On planets where it exists, Tir-Quan , when selected, shows full build box. Where it isn't build, the box is empty. I will continue to experiment as I now have 10 planets with no social projects left to build. Even if only 1 Tir-Quan is working, as soon as it is built, it should disappear from the social project list.
I check the detail screen of the 3 planets that built them. They are there. My soldering is at 535%. :notsure:
Sol, you are right! I set my Spend Rate to zero. Social and research 0bc, military 3377bc. It would be nice on the Domestic Policy Stat screen, the Military stats gave the number of ships by type and maintenance. Has anyone else tried this approach to the game: massive starbase? I have yet to go to war and all but 1 sector of the huge galaxy is blue.
This is supposed to be a Galactic Achievment: 1 per race. I built 3 in 1 game; 1 per planet. Bug?
If this tech is expensive, it may not be worth it. Colony ships travel slow til impulse. I always build a colony ship then scout until I have 4 scouts, then just colony ships. The scouts find more yellows than I can colonize as the AIs colony ships get to the distant yellows first.
Is the maintenance on the domestic policy economic screen for social projects and not ships?
A tax rate of 55%, 100% spend rate and ID of 45/45/10: Taxes..............8972 trade..............1870 tribute............4960 maintenance........1528 Military.spending..6582 Social.spending....4318 income..............912+ approval.............85% My most productive planet has M and S (83+1226) and R of (48+206). (massive shield overflow) There are 3 maxed Economy resource bases. I did have monetary issues early on but selling old ships f
I'm in the end-game of my first attempt of having 3 - 5 starbases in each sector. These bases are maxed on def and production. I'm at peace with my neighbors and became an ship dealer: selling old Dreadnoughts and Avatars at 6 to 8 for 500bc/60months. Tribute/trade generates 7,000bc/mo and, at 55% tax and 100% spending, I still have negative cash flow. I have 76 bases and 50+ Overlords. Overlords are built every 1 to 5 months (40/40/20 income distribution)! Most planets running out of social pro
I agree with Brad. This tech is just a more refined version of a tech that we have today. The Hubble telescope has found Jupiter sized planets orbiting far off stars. I hope 190 years from now, Stellar cartography really exists. :)
I have same problem. Read the Planet's Detail Overview. It stated due to Cultural pressure by the Terrans, a state of turmoil exists. this has been a terran system for 30 months!
As my production goes skyhigh, so does my expenses. It makes sense as starbases grows, so does their operating expenses. Having 3 maxed starbases in a sector does cost more than 1. I did receive extra income by building the 3 trade routes modules in selected sectors but it was not enough and I had to reduce my Spend Rate. :(
update: influence improvements are cumlative! I tripled above sector's influence in 1 turn (had 8 constructors completed same month) by upgrading all 3 starbases. :) Note: the new influence numbers are not available until next turn. :(
the facts: It's May 2192 and I managed to avoid conflict with the AI. This let me keep my ships minimun and build lots of constructors. I have this 1 sector with 11 planets. I just started my 3rd starbase (other 2 maxed on production and defense) and the cumulative production is :) The 3rd starbase was built in a month with 5 constructors and added 55 shields to my class 24 planet, now at 204 shields. The last planet in the sector, class 11 was just colonized. Its shield pro
While the idea of a MMGalCiv is appealing, I dont think its practical. Its not like Diablo where you can join a game and complete some quest. A Gigantic galaxy game can take 40+ hours to complete. How would you get 6+ people to play that game together? The direction is a single player with a very good AI. Look at IBM's Deep Junior. Another set of chess matches are planned against Gary K. Junior doesnt have the number crunching Deep Blue had but he's smarter. Gal Civ needs 5 AIs so smart
Never tried that strategy. I also agree that after minor race dies out, their tribute should stop.
Not cheating, bonuses. I betcha at genius, the AI gets a big production and research boost.
Jack's #3 would really make the game better. My work-a-round is to leave the planet undefended (dangerous) for the 2 turns it takes for the AI ship to move away.