Doh! I didn't even read option (G) close enough until PopupTarget's post. PER GOVERNOR ECONOMIC SLIDERS, for taxes and spending, it's a fantastic idea. I hope they do it. Some of us micromanagement freaks need more control! (and less caffeine)
Augusten
Lucky Jack, Well, since I have been launching colony ships without changing how many were on board, it may explain a lot of my problems, colonizing and economy-wise. Thanks!
I think they should change it so you are guaranteed to receive the any technoledgy a race is actually producing at the time that race surrenders to you. So if they surrender and are producing battlecruisers, you should receive that tech as part of the surrender. Seems silly to control another race and have them suddenly have a fit of amnesia about the techs they were using.
I do not want more sliders. I do not want more micromanagement. But I do want unused spending to go somewhere. Simply disappearing is ridiculous. Spending for planets with an empty military queue should be redistributed to either 1) the non-empty military queues on other planets, or 2) the social queue and research production on the same planet. It's fine if it's redistributed with a penalty, say a 20% loss, but the bottom line is: HAVING AN EMPTY QUEUE SHOULD NOT RESULT I
to Lucky Jack: 1. So "trade goods" are only used in the diplomacy screen? Does it matter what planet I build the trade goods on, and why do multiple civs have "unique" trade goods? 2. Load colonists? Well you got me there, I didn't know you could or had to load colonists on and off the colony ship. I'll have to see if I can find that in the UI. I don't see how my tax rate effected this, they planets were colonized within one turn of each other, the tax rate didn't change
Yeah, today is much worse then yesterday so far. I am on a T1 and at 15k/sec
Hmm, if indeed the spending is lost (I asked about this in another thread), (B) sounds like the best fix (and yes, this does need fixing!)
The manual's biggest problem is not it's obsolescence, but it's anemic size. I am baffled by many game mechanics the manual does not explain. Where do I go to figure out how to play this game? Here's a few of my questions: 1. What exactly are unique trade items for? They seem to have no relation to trade routes. Is there a way to gain steady income from them? Or are they only used as a diplomatic bargaining tool? Why are unique trade items built by more then one civiliza
Unique Trade Items NOT Unique If a human or AI player completes research on a unique trade item (one per game) and another AI player already had the unique trade item in his queue, it is not removed, resulting in the AI player building the same unique trade item a few turns later.
Can I install Stardock Central at home, install the game, then install Stardock Central at work, and move the contents of my home \SDCentral\temp folder to work and install there without having to download?
Are you sure you're not? It seems faster, better go back and check again LOL
Good to hear, I had to give up on the other method.
You're not? ;)
Popup, I agree with you. The event as is makes no sense, unless options 1 and 2 both move you toward good. Maybe not every event is good, neutral, evil?
** shameless bump **
What is the ETa for the large file download option?
I have heard before the "money" is lost. To me, this is a major issue needing fixing. At the very least, a percentage of the lost spending could be automatically converted to cash. This idea that you must put something in the queue or the resources simply disappear just doesn't make sense.
There should be an diplomatic option to declare war. Sometimes you don't want to be "sneaky". Instead you want to tell the enemy ambassador face to face yhey are going down. Also, a suggestion I read in another thread. The fact you fight one "skirmish" with another race should NOT be an automatic declaration of war. Much more flexible and realistic diplomatically if you can claim the one battle was an "accident" due to hot-headed troops, etc. The enemy race would of course remember the
>So you'd like to see an actual declare war treaty in diplomacy then? Frogboy, YES! Please. In real life nations declare war. In real life one battle does NOT equal a declaration of war. This could really use refinement.
There should be an option to declare war. Sometimes you don't want to be "sneaky". Instead you want to tell the enemy ambassador face to face yhey are going down. Also, a suggestion I read in another post. The fact you fight one "skirmish" with another race should NOT be an automatic declaration of war. Much more flexible and realistic diplomatically if you can claim the one battle was an "accident" due to hot-headed troops, etc. The enemy race would of course remember the incident
http://www.gamespot.com/pc/strategy/galacticcivilizations/review.html
I agree. This is a very good suggestion.
I'd really like one of the devs to comment on this issue. Unspent military funds not being redistributed to the other queues really is a pain. With this system, the sliders would have to be adjusted frequently for best result. Unless I am misunderstanding LOL
The same five major civilizations are in every game of GalCiv played. These civs have the same bonuses every single game, yes? All I can effect is whether they are good or evil. It seems the only way to get a truly unique experience out of each game is to change my own strategy. But in reality many players will pick a strategy and stick with it. For example in Moo2 I usually played Psilon and went for technological superiority. Each game of Moo2 was different primarily because of what rand
Mdelagra, I have to disagree on Gamespot. I do not trust them one bit. Their reviews are well written, but I have noticed too often the final rating is skewed toward the positive when the game has been heavily advertised on their site, and skewed to the negative when it's a small independant developer. I find the average reader ratings to be much more indicative of the quality of the game.