drank

drank

Joined Member # 432056
0 Posts 1 Replies 777 Reputation

I agree that most GC2 games start with identical boring colony rushes, but it's not absolutely required. I had a bad start yesterday - Medium galaxy, 9AIs, Genius - and wound up colonizing no planets in the initial rush, besides the Class 4 in my home system. All the other stars were much closer to other AIs or had no habitable planets. The AIs wound up with 3-6 planets each. But my homeworld had two specials (300% mfg, 300% research), and I

72 Replies 63,606 Views

I'd also like to advocate transparency as the most important thing in the GalCiv economy. I don't agree with the decisions to have such complicated formulas, but hey, you guys are the game designers and you get to do it your way, not my way! But I agree with others on this thread that it becomes almost impossible to play the game well at higher difficulty levels if the player can't anticipate the consequences of their decisions. Since I ass

120 Replies 135,041 Views

Item #7: I just rechecked the code. Here's the issue: The population increase is capped at 100 and then if morale = 100% you still get that bonus. Population is simply increasing so much that th

63 Replies 33,165 Views

Frogboy, I aprreciate you taking the time to look over the list. Here are a couple of comments. Item #2, #6: I'll note your response in the original post, but don't you feel it's exetremely misleading and counter-intuitive to show the player a "+40%" bonus when they in fact receive a much smaller bonus. If it's unbalanced to have "+20% Research Ability" as a racial bonus, then wouldn't it be better to reduce the magnitude of the available bo

63 Replies 33,165 Views

I think the game is "solid" in the sense that actual crashes and flat-out "it won't run" bugs are small in number, and usually dealt with by obtaining the latest drivers. I don't think it's solid in the sense of the actual gameplay. There seem to be dozens of issues around the economy, bonuses, diplomacy, the UI and so forth. Stardock has so far ignored most of these. There are dozens of threads in the Bug Reports forum pleading for a develo

62 Replies 44,937 Views

If I don't care about the Metaverse, can I change the xml files myself? At least I can fix #4 and #5 right away. You may want to check out Sabre Cherry's mod . He's made a bunch of XML changes that fix #4, #5 and a bunch of other annoyances. As you note, you can't submit to the me

63 Replies 33,165 Views

The message about an "intergalactic limit" is misleading. You increase the number of legal trade routes by researching Trade, Advanced Trade and Master Trade. If you choose a neutral alignment, you can also build a Galactic Achievement that adds more routes. There may also be a UP resolution to add more, but I've never gotten it in a game. But just by doing the research, you can get to as many as 12 routes with a neutral alignment.

3 Replies 6,728 Views

It is probable that most of these are bugs, though some may be intended (such as paying for social production, whether used ior not--though it is a bad rule if so), but I wish the devs would address them either way. I agree. I'd be perfectly happy if Frogboy responded to all 7 items on the list with

63 Replies 33,165 Views

To date, the developers have not paid much attention to the outstanding bugs in the economic model. I'm using "economic" rather broadly, to incorporate all the issues around the player's taxing, spending, manufacturing, bonuses, etc. 1.0X.009 took a few steps forward (social prodution bonuses, starbase research bonuses) but left the other issues untouched. In the hopes of drawing some attention from the devs to this part of the game, I've tried to

63 Replies 33,165 Views

(A), but mostly because GC2 just came out. I've played a ton of Civ IV over the last 4 months! At the moment, I'd guess that CivIV will have the most replay interest for me going forward. I'm especially interested to see what happens after Firaxis releases their SDK. But to give GC2 its due, it's also a fun game and we'll see how it improves after a few more patches.

28 Replies 19,345 Views

I Don't know , I sure I started to get a lot more money when moved to Republic... Indeed. That's because the economic bonus is being applied, but the production and research bonuses are not. If it worked as the text described, your budget would have roughly the same amount of "profit" as it did befo

6 Replies 5,217 Views

It appears that the government economic bonuses work, but hte government production bonuses are not applied. Here are some empire-wide stats from my current game: Empire Taxes Mil Spend Soc Spend Research Spend Imperial 1587 234 654 744 Republic 1743 234 654 744 Democr

6 Replies 5,217 Views

I think they work quite well in the game right now with the 15 pc cap on sensor range. As someone said above, they're basically equivalent to an AWCS in a modern airforce. For anything other than a tiny map, you're going to need a number of them to adequately cover your front ines. And they force the player to make interesting tactical decisions - you want the sensors close to the front, so you can see your enemies. But that means they are at risk fro

19 Replies 24,035 Views

Upgrading from Virtual Reality Centers to Zero G Arenas decreases your moral bonus instead of increasing it. Yup, you can see that (and fix if you like) in PlanetaryImprovements.xml. Zero G Sports Arena: 55 Virtual Reality Center: 40 <br/

126 Replies 66,122 Views

I haven't made any calculations, but it seemed to me that morale was measured in one planet, and aproval is empire wide: so if you have 3 planets with high morale but with almost noone on it (because you just conquered it and only 1/10th of your soldiers survived to colonize it) and you capital with 30bi people on class 10

17 Replies 14,332 Views

As others have said, the key to morale is to control your population. Morale buldings/resources/trade goods produce less of a morale gain when you have unhappiness due to population. For example, if you have +100% morale buildings on a planet, but "-70% from population" in the approval tooltip, you'll only get "+30% from buildings". A similar reduction happens for the civ-wide morale bonuses. I think we figured out the correct formulas in th

29 Replies 32,823 Views

Peace Phoenix said... I have tried to do some tests, I have think to have found where the 31% come from: Civilization capital : 25% Stock Market : 10% Multimedia center on bonus: 30% * (1 + 100%) = 60 % Total moral bonus: 95% impact of morale building: 95% (1 - 67%) = 95%/3 = 31%. Here is where the 31% come from. Ba

17 Replies 14,332 Views

Definitely not fixed in 1.0D1.008. I was able to reproduce a more extreme version of Citizen kaitro's scenario almost exactly. I had political capital, civ capital, multimedia center for a total of 105% planetary morale bonus - and this was correctly reported on the planetary details screen. But the morale tooltip reported "+31 buildings". Is there some kind of undocumented cap here? I also should have had civ-wide mora

17 Replies 14,332 Views

The social production & research bonus problems are definitely not fixed in 1.D1.008. In Stardock's defense, I understand that they are more focused on stability bugs and completely broken features right now. Rechecking the economic calculations is probably lower on their priority list. But still, can we get some sort of official explanation of - quantitatively how the economy and bonuses are supposed to work - whether and wh

34 Replies 14,339 Views

I played a full game last night (Large Galaxy, Beginner, 5 AI), and I think the game is better than I originally gave it credit for. I'd say it's at least an 8/10 for me, and maybe it'll get better as I play on higher difficulties. The biggest problem in the game, I think, is the difficulty of learning what all of the stuff in the game is and does. The game itself gives you almost no help or feedback in this regard. Some people have called f

0 Replies 4,353 Views

I've researched through Sensors Mark IV. According to the tech descriptions, I should be able to build the following starbase modules: Perimeter Scanners, Sector Scanners, Sector Surveilance Scanners, and Ultimate Surveilance Scanners. But none of these ever show up as choices when I move a constructor to a starbase. How do you build these modules? I've checked on mining and economic starbases - are they only available for some other type?</

2 Replies 6,369 Views

I like a lot of choice (and in particular, I like strategy games with a deep tech tree), but a pile of choices with no good way to distinguish between them makes for frustration. I think the current research screen really illustrates this. Suppose it's early in the game and you've decided your priority is to strengthen your economy. You've researched 5 or 6 techs, but have traded for a bunch more. Now you find you have like 20 research optio

22 Replies 15,495 Views

I was a big fan of GalCiv 1, but my attempts at playing the late betas and the release have left me a bit cold. I tend to play 4X games as a builder, and there's not a lot of satisfaction so far for that playstyle. Yesterday, I started a Beginner/Large game to try to get a feel for the released product, and my observations below are based on that. I'm finding the main map/mini map are exceedingly hard to work with. Why do stars show up on th

79 Replies 49,734 Views

Didn't know about the grid option - I kind of figured that nothing on that screen was functional yet. Thanks for the tip, it does make it clearer when you ought to click. I tried the F1-F3 views, but didn't really like any of them - too close to the 2D plane for my tastes. I wound up settling on a view with the camera rotated about 60 degrees above the plane, and matched mini-map orientation to main-map orientation. I guess it'll take a while

7 Replies 8,280 Views