David Schapira

David Schapira

Joined Member # 506666
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I am sure this has been suggested and discussed, but is there any chance of implementing controlled wormholes? Maybe a new anomoly in galaxies that once explored can be turned into a "Star Gate" that will instantly transport units to another point, a fixed point somewhere far away. Perhaps after Controlled 4D wormholes or somehting, constructors could be used to create these gates. This would be cool late in the game on large maps as an added challenge to control these gates, only allow passa

2 Replies 340 Views

I've always played with the largest available map size. The only thing I don't like is that your best producing planets can be rendered unusable for warfare late in the game if you start in the corner. However, I just finished my first game ever on a Medium map size. It was a lot of fun, and it was cool to start and finish a game in the same sitting. I still feel like the larger maps are more fun if you want to take the time, though. -Dave

31 Replies 1,336 Views

I like the idea of a 'Righteousness' tech that gives you a bonus against evil civs. I think in that kind of society people would work harder when directly fighting the forces of evil. I see this as a mid-game tech. 'Ecological Oneness' - Every planet gets either a raise in morale, pop. growth or planet class as a result of a committment to maintaining their planets' natural habitats. Or maybe a boost in production because of their ability to work in concert with their surroudnings.

32 Replies 1,097 Views

Rich - I also manipulate my spending throughout the game, usually switching between research- and military-heavy spending. I also agree that going hard and fast toward the Propulsion techs is the best early approach, especially in larger galaxies. Jack - Your points are well taken, although by the time those lesser planets would help me, I usually have the game well in hand. If I'm not conquered by the time I have Dreadnoughts, I usually win, and it doesn't usually make sense to spend

18 Replies 794 Views

Getting the Influence Resources is VERY important. In my experience, you really need at least one Military and one Influence resource to be competitive late in the game. If someone declares war on you, find and target their starbases first and try to capture the resources. Also, make sure that you try to build the Influence Wonders (Galactic Exhibition, Restaurant of Eternity, etc.), as these raise the influence of your entire civ. Best of luck! -Dave

3 Replies 230 Views

That is a good point Obliterator, although it may take a while for them to add much to your overall influence. I guess it depends also on the size of the map you are using. On a tiny-medium map they would be pretty important. On a gigantic map (unless the are imptrant strategically), they wouldn't matter as much (unless you do it in great volume). -Dave

18 Replies 794 Views

Louie, I do the same thing when i need to expand my territory. To that end, though, my friend and I have an ongoing debate as to whether or not it is worth colonize sub-15 planets (unless they are of strategic importance). Here is the question: If population growth is exponential, is it worth taking citizens from a class 18 planet, which has better growth and produciton rates, and putting them on a 14 or 13 class planet, where they will grow and produce much slower? It seems that you

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I'm still not sure what would drive the conflict (and I don;t mean just fighting) in the game. Would it be turn based, with resources spent of various types of research/projects, etc.? Would it be like Populus, where you cna spend certain amounts on different tassk that increase your peoples' ability to stay alive, and if you don;t manage it correctly certain numbers die? Would the main goal of each turn (if turn-based) be to increase your population (or increase certain stats of your populat

19 Replies 674 Views

I know this has been mentioned in previous posts, but I was wondering if any of it made it into the Release Version (or Bonus Pack). Several ideas had been mentioned for using the uninhabitable planets, like: 1. Setting up Mining Colonies that would aid the production of planets in that system/sector 2. Have additional resources that could reside (hidden) in crappy planets. Mining these planets could unearth a new resource that aids Military, Economy, Influence, Tra

18 Replies 794 Views

"I actually like the "attack if you're in my way" routine if a ship is on autopilot." That would be fine as an option that I could select, but it is silly that a corvette or starfighter would attack a loaded starbase to get to the transport on the other side. I consider AutoPilot a utility for not micromanaging my ship movements. If I wanted to attack the starbase, I would attack the starbase. -Dave

5 Replies 386 Views

I frequently run into the problem of my ships on AutoPilot attacking something that happens to be in their way. I am playing with Beta 5C, though, so I assume this was resolved for you lucky Gamma players a while ago. Is there anything I can do until the Release date to fix this problem (akin to the Terraformer fix)? I have no problem editing files if it pretty straightforward. -Dave

5 Replies 386 Views

It sounds interesting, but it seems to lack the conflict, or pressure to act in a timely fashion that other games have. Will the player be working against some kind of clock (you have x number of turns until your people all starve, etc.), or will this conflict be generated in another way. The beginning is similar to the old beginning of GalCiv, where you were the first colony ship to leave Earth, only to find yourself sucked through a wormhole into some random part of the universe.

19 Replies 674 Views

"Draginol? Never heard of him, who's he?" While we're on the topic of names we don't recognize, who are the Belua? It seems that almost every game one of the Major Races (Torians almost always) are at war with the Belua, who I have never encountered. This is even after I control almost the entire map. Just curious. -Dave

14 Replies 593 Views

Keep in mind, though, that the Roman Empire eventually split into two empires. Although they were both "Roman", the East and West were separate in almost every important way and frequently worked against each other. The Roman Empire comparison is interesting, however, since it incorporates some of the major events that can happen during the game. -Dave

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I have found that if you do not build at least a small number of ships, some of the more agressive AIs will eventually declare war on you (unless you kiss thier ass and give in to their tribute demands). -Dave

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It is probably a result of protections against various 'cheese' tactics that were discovered during the beta. It seems like they have removed (or almost removed) the ability of a Race to accept a trade involving their (or apparantly the other's) only planet. This prevents a superior race from trading tech/money/goods for an entire Races territory. -Dave

10 Replies 422 Views

You have to understand that the tribute feature is also used as a money-for-tech/ships/planets agreement. So if I buy 10 techs for 1000/turn for 20 turns, and I back out after three turns, I have totally ripped them off. That should make the other races much more reluctant to extent credit to me in return for goods. -Dave

23 Replies 643 Views

Also, in keeping with the Star Wars theme, Palpatine, as the central government, may have made a lot more money than the Federation did, or the new government did after the fall of the empire. To put it in game terms, a large empire under imperialism may make more money, but have a greater chance of empire-wide rebellion. -Dave

14 Replies 1,152 Views