I found the 1.5X AI to be unreasonable about trading colonization techs and engine tech, but otherwise a workable tech trading partner. Basically, the AI seems to either value the colonization techs at a fortune (if it owns planets of that type, or it sees uncolonized planets of the type) or at nothing (if all the planets of the type are colonized).
drank
There seems to be a persistent problem with this sort of stuff in GalCiv. Remember when DL came out and the "better" economy buildings would actually lower your bonus? Anyhow, the Secret Police Center and Galactic Resort are impressively pointless. The Galactic Guidebook (which will expensively allow all your ships to survey anomalies a few hundred years after the last anomaly has been explored!) is right up there too. But the overall winner in DA has to be the Manufacturing Capital - i
There are a lot of things that are in the XML files that are not actually linked to actual technologies that exist. I hadn't actually expected such a thing. There are a lot of Galactic Achievements, for example, that don't actually exist in the game. I've also seen some of this in the XML files. Can you post a list of the missing o
I'm really encouraged by Brad's dev journals. I certainly hope that the AI kicks my butt on the higher difficulty levels, as it means that the game will have gained more replayability and longevity!
It was never actually implemented in GC1. As with the current game, the manual isn't always the most reliable guide to the gameplay! Just as an aside, if there had been a life force resource in GC1, it would have been impossible to balance. Planet Quality was EVERYTHING in GC1 - it helped morale, taxes, production, research. Giving 1 player +50% to PQ across their empire would have basically meant GAME OVER for everyone else.
I would say the Terraformer is the best wonder. The reason is you can use the more devastating invasion tactics, and yet, if you win, the destroyed ground is replenished, as well as having access to ground that the recent occupants didn't have access to. That's not how it works, in my experience. The
I usually prioritize them as (1) Diplomatic Translators (2) Eyes of the Universe (3) Micro-repair thingies (I think this is the only +repair bonus in the game) (4) Tir-Quan Training (5) Xanthium Plating The ones for common bonuses (+Morale) aren't worth as much as the ones for rare or unique bonuses
Gotta say, I think that the present implementation works quite well. Evil gets a quick bonus but longer term penalties. Good gets an initial penalty but a longer term bonus. There's definitely no reason to make good get an initial bonus and a long-term bonus, as there'd be no reason to pick anything else. I think the biggest problems in the current system are that (1) The Good/Evil alliances don't form as cleanly with more AIs in the ga
Bump! This is very well done, similar to the JavaScout pages we all used as reference in GalCiv1. Can Stardock get this stickied? Or maybe hosted on their servers?
Well, it's plainly Stardock's design decision that they do cost a tile - and I can see how it would make their life much more complex to let you build things on planets that don't take up a tile. But I find that this diminishes my enjoyment of the game as well. A hallmark of playing 4X games is getting some planet/city with a lot of production, so that you can build the Wonders there, and then having to defend that place at all costs,
The economic value of trade depends greatly on galaxy size. on a small galaxy, a full compliment of trade routes will make up a significant part of your income. They need to be protected, you should build starbases to amplify their revenue, etc. On a gigantic galaxy, your taxes will dwarf whatever you get from trade, so you don't need to fuss so much about it. The diplomatic value of trade is still important in a gigantic galxy. If you run a
I don't usually play with Tiny ships, but Small hulls can certainly be effective until the end of the game, even on huge galaxies. The keys have all been stated on this thread. And do not underestimate the benefits of the experience that your early fleets gain over the course of the game. Last game, I had a fleet of Small hulls that all reached Level 43 (!). They had 96HP each and could easily take down new Huge hull fleets from the AI.
What about the planet I just got that started at 26, and hit a +47% planet quality improvement for a total of 38 PQ? My spreadsheet says that 10 farms would be optimal for that size planet. It would produce 2805BC/turn (!!!) at 50% taxes if you dedicated it to population/moral/economy buildings, buil
And does this consider the extra tiles from soil enrichment, habitat improvement and terraforming (though for those, I assume you can just consider it a higher quality planet)? Right, you count the number of tiles on the planet you can devote to economic purposes. So subtract your factories & starport
In 1.0X.010, you can get the following population bonues (and they all appear to work) Morale > 75%: +25% Morale = 100%: +100% Aphrodisiac trade good: +50% Racial/political bonues: +0-70% If I don't need money right away, I'll lower the tax rate at least to get me 75% approval. I'll also build morale buildings pretty early on a new world, so that it will be at 100% for the first part of its growth. And Aphrodesiac i
Kolpo 's right. The marginal cost analysis that I did above misses two things. First, each stock market you add makes all your existing population worth more - so if you fill two squares with stock markets then you face a different formula when figuring out what to do with the next two squares. Second, the total number of squares is limited - you can't keep adding stock markets forever, you have to maximize the revenue from the available tiles. So let's break out the differenti
Brad has said, quote " If you can beat the ai on intelligent, then I want to hear from you"... end quote. I can't do it, yet. If you can, then please write Brad and tell him how you beat the AI's on intelligent (remember they don't cheat at this level). He will then make changes to the AI to adapt to your strategies. </T
Interesting thread. Kolpo lays out the math for us, but I think his formulas are a bit wrong. What we need to be looking is the marginal benfit of building either (1 Farm + 2 Morale Buildings) or (3 Stock Exchanges), since either will use the same number of tiles. Assume a 50% tax rate The farm will produce 8 Billion * 10BC * 50% = 40BC. The Morale buildings have total expense of 4BC. So we gain 36BC/turn by building this combo. The 3 stock exch
I have always wanted to see defecit spending in a game... Economics are a powerful force if used correctly, and the ability to run your economy far into the red during war times and recover with realistic penalties would be great. Of course, the AI would have this ability too, anf could get their calculate of to rock your face o
I saw this labeled as a "feature" by Frogboy last time it came up, but I kinda think he didn't really understand the problem description. It's clearly either a bug or a serious exploit to credit the player hundreds of thousands of BCs in one turn. Some places in the game disable rush-buying when you're below -500BC (planet screen, planet shipyard, ships from F2 list). Other places allow you to keep spending money (ship upgrades, social production from F2 list, invasion tactics). I thi
Here's the progression of farms as they appear in the game. All the numbers are from PlanetImprovements.xml. Basic Farming: Food 4, Cost 50 Xeno Farming: Food 6, Cost 100, Requires Xeno Farm Construction Intensive Farming: Food 8, Cost 10, Requires Xeno Farm Construction II Advanced Farming: Food 8, Cost 150, Requires Xeno Farm Construction III There are also two more farming improvements listed in PlanetImprovments
Sorry, dup post.
I 'm bumping this in the hope that Stardock taks another look. This is an absolutely huge exploit. As soon as your economy can produce, say, 750BC/turn, you can buy absolutely everything you want for 2000BC. It'll take 3 turns with no production to get out of the red. Big Freaking Deal! In my last game, I decided to give this a go in the mid game. I was about to go to war, so I decided to upgrade my entire fleet to the latest mode
GC has always been about an intelligent AI rather than a heavily bonused AI. So I'm glad it's getting some work. Even on "Genius", I have yet to see it play a strong game. I second Citizen Nitey's list. Personally, I'd give priority to #2 (use of Speed and preference for attacking) and #5 (sensible development of its planets).
Just adding some tooltips would help a lot. When you hover over a tech in the list or tree, it should tell you what that tech does. When you hover over an improvement/ship part in a tech description, it should tell you what that thing is and does. But there's definitely some core UI problems with the tech screen. It's a pain to not be able to select a research goal and have the game queue up the intermediate techs. It's a pain to not be able