Well I've found the key is to not build all or even most of the improvements because their bonuses tend to provide IMO poor returns for their maintainance cost. The only social projects I construct on all planets are Habitat Improvement, Soil Enhancement, Banking Center, and Economic Exchange Center (?) because all the aforementioned projects cost 0 maintainance and provide excellent returns. Most of the time I'll stick in a Stock Market as well since the bonuses outweight the costs.
Shoujo
A tips thread'll help beginners like yours truly especially since there's no forum search option. It'd probably be a good idea to list the difficulty level(s) the start'll be useful in, as well as the version/bonus pack numbers since there may be balance tweaks made in the future. A story thread'll be a nice place where peeps can share their successes/failures, and have their ego stroked, or their wounds licked. I could use a little wound licking myself after my most recent game :snif
Hmmm... Not sure if this is the same thing, but I think I've had something similar happen although it was only once. I clicked turn button, it changed to the clock, and then it stayed as the clock until I gave up and just started a new game. This was early early game (hence the restart). This was on 'idiot' level so I doubt the AI would've had much thinking to do ;)
Another one of those don't know if it's possible suggestions coming up... 1) Prevent minor civs from being able to instantly purchase and build galactic wonders so early in the game. I've seen reports of minor civs constructing em by turn 2183, and have personally seen two galactic wonders get constructed back to back (probably by different races) early in the game. 2) Separate the AI int bonus from the econ bonus. 3) Add an option to filter galactic wonders from th
I don't think I'm a number cruncher, but I want to know in more detail what exactly the various numbers in the game mean. I'll use planet value as my initial example. Now I know that the higher the planet value, the better. What I want to know is by how much. - What exactly is the difference between a class 15 and a class 16 planet? How will my morale, population growth, construction rate, research, etc differ? Is the change linear? - Do all class 15 planets have the sam
Wish I knew what requires a lot of work and what doesn't but here it goes... I'd like to be able to actually lower some attributes to increase my customization points, so that I could use those additional points to invest in attributes that I'd like to take full advantage of. For example, I'd want to get the +1 movement, +2 extra movement per month, +3 trade route traits, but that's impossible with 10 points. Sorry if this has been mentioned elsewhere, but playing GalCiv I don
Well I'm re-downloading the sucker after SDCentral crashed on me just as I was about to install... I. Victory Conditions Anyway, by now I assume some of you avid gamers, some of who I assume called in sick :p, would've finished a game or two by now. 1) What's the most challenging victory condition? 2) What's the easiest vc? 3) What's the most interesting/fun vc? 4) What's the most satisfiying vc? 5) What condition(s) could use a bit more work? II. Alig
Hmmm... I'd rather have a system where your score is adjusted based on the number of reloads + the number of turns that pass since the last save. That way players who reload frequently would be penalized, while players who don't will be rewarded, and all players'll be able to participate in the Metaverse.
MOO3 forum "Any good 4X alternatives?" threads -> Gone Gold -> galciv.com
I just read the newest GNN blurb about victory conditions, and noticed the blurb about the cultural victory condition possibly being changed from 7/8ths to 9/10ts. So what I was wondering is, is there a txt file or something that can be adjusted so that the player (me ;p ) can choose exactly when the cultural victory condition will kick in? I'm not sure I want to necessarily wait until I hit the 9/10ths mark before I win the game (too lazy). Plus by the time I reach the 7
Well from what I've read, GalCiv isn't SEIV with better diplomacy. Ship to ship combat, designing ships'll be less interesting. The diplomacy model seems to be leagues ahead of SEIV's though. None of that "Your growth is astonishing", and "Mineral planets are the best" crap :D I also like the fact that it's possible to win without resorting to all-out force. No more Phong/Eee, partners for 5 years, all of a sudden declaring war on you just because you happen to have a higher score
Guess I must be really unlucky 'cause every site I've visited that accepts international credit cards, only offers UPS/Fed-Ex as an option. Even Fed-Exed it takes a week or two... (:( But... asorokop - Weee! :D That's just what I need. Didn't expect to get a link like that. Site's bookmarked LOL
Just had a thought. Is there any chance that elections can be temporarily suspended during war-time or some other emergency? Or perhaps rig elections, buy off the opposition party?
Not that I'm complaining at all mind you :D Shipping games to international locations costs $25-30, so I'm just wondering how Stardock'll manage this without going bankrupt.
Sorry for the vague subject, but I couldn't phrase my question concisely. Anyway, I think I've read that the number of votes your political party gets depends on how well your empire is doing. What I was wondering is what determines the number of votes that your rival political parties get. Lets say I don't select war party for my party. If I go to war with Empire X, and my arse is being handed to me on a platter, does it mean that the war party will automatically get more vo