Twirlip

Twirlip

Joined Member # 614460
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Another way to streamline gifting / asking of items would be to add an option for when you right-click a ship or system, e.g. "Mark for trading", so that the next time you enter the trading screen marked items appear -- on your side as an offer, or as a request from the Other Guy, if they happen to belong to whoever you're talking to. This would make it far easier to gift a small fleet, versus writing down ship names/numbers.

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Traditionally, blockading *is* considered an act of war -- and I find that extremely reasonable. You can no longer legitimately claim neutrality when forcibly interfering with the commerce between third parties with prejudice to one. As it is, if your ships are fast enough, you'll catch ships when they make a break for it. Perhaps if launching cost more movement points -- say, half the unit's speed -- they'd be even easier to catch. As for morale... in wartime, an enemy havin

4 Replies 278 Views

Mind your sliders, especially early. You don't need high social production while you don't have much to build, and when you're racing hard to finish the early trade goods before some wealthy minor buys 'em from the alien Mitrosoft equivalent, you don't want too much diverted to military.

7 Replies 457 Views

It's the smallest of nitpicks, but the opening video for GalCiv claims that the hyperdrive enables /instantaneous/ transit to any point in the galaxy, which is inconsistent with both the game and the manual. It should really be referring to FTL travel.

633 Replies 25,857 Views

Alzandrion -- The interesting part about a trade good is that it's a monopoly. That is, you *can't* build it if somebody beat you to it, unless you strike a deal with the original builder. And if you're not willing to trade it away, you shouldn't get any additional TRADING benefit unless it's inherent to nature of the product.

10 Replies 453 Views

It may also help if you foment trouble for everybody else by bribing them to go to war with each other. Then avoid entanglements (alliances) and they may be busy enough not to bother you as much. ;) Heck, you could probably move obsolete warships into somebody else's space, then gift them to a third party for kicks. More expensively, build a shell of a starbase and do the same.

9 Replies 428 Views

They also attract enemy ships like hotcakes, which depending on the difficulty level and your TS's defense modules may be a good thing. At least on Normal, the AI doesn't seem to use AMMs, which would probably be a TS user's worst nightmare. Boom, 5000 BC and numerous constructors down the drain unless you intercept the missile with your other ships first.

7 Replies 312 Views

SaintP -- Tributes continue during war, to prevent being able to duck out of them that easily. As for income... the income comes from your willingness to trade them. Bear in mind that, unlike technology, the recipient CANNOT resell a trade good to anybody else. That means that if you like, you can sell a trade good to everybody who you want to have it, without worrying that it'll go to your enemies. If you aren't willing to sell it to anyone, you'll simply have to be satisfi

10 Replies 453 Views

Starbases show up as crosses; you may want to zoom in to, say, 133% if you're playing on Large. That'll make it clearer. It may also help to enable the "show autopilot destinations" filter; the lines shorten as the ships get closer to destinations, so it makes it easier to track your outbounds.

10 Replies 357 Views

More useful to more people might be a way to filter planets by abilities such as starship quality. However, there's a fair number of ways to sort that list even now... if that were a drop-down list so it'd be click-click to choose a method instead of click-click-click-click, it would be faster to use. Starship quality in particular comes to mind since it makes a pretty healthy difference. 'suppose one could always name the system "Starship x%", but that's a bit gamey. "Pirate's Cove" would b

19 Replies 519 Views

It's almost certainly been mentioned before, but on the trading screen, it would be REALLY useful to be able to right-click something to get the usual in-game description. For ships, bases, and systems, it would be spiffy if a map -- even a very non-detailed one -- could be shown to indicate where it was.

19 Replies 519 Views

Well, *shrug* it does provide you with information such as how all their ability scores are. On the other hand, in one game I spent approximately 500 BC a month for decades on destabilizing the Drengin and yet their average morale ~80%, without morale resources and without going anywhere near bankrupt or slowing their ship production.

10 Replies 487 Views

There's quite a bit of it that could be improved, but I seem to recall the devs saying that UI changes will likely wait for the expansion (this summer, that is; free and not too far off). Perhaps my current pet peeves are that you can't find a system by name efficiently, especially if it's not colonized yet; and that if, during the "projects completed, please make new choices" phase, if you go to the details screen and push "done" it ends that entire phase rather than going to the next planet.

19 Replies 519 Views

1) Depends on map size and type, and proximity to neighbors, I'd wager. Battlehammers seem pretty effective, 'though. 2) *After* destroying them? Interesting... 3) Your scout might be the nearest ship. Try leading him to somebody you don't like. 4) Well, don't forget to crank out colony ships. This again depends on the map; if you start and see tasty yellow stars everywhere you look, colonize! 5) Random events. You can't affect them. 6) Big ships

3 Replies 152 Views

That, plus they may be blackmailing minors like crazy. In the current game I'm in -- only my fourth, so it's on rather easy settings -- I was a bit nonplussed to find that EVERY starting minor was ensconced safely behind and next to another major, which obviously gives a substantial boost to the AI's blackmail and trading possibilities. The game's still nicely in hand (like I said, it's only my fourth, so I'd set everybody to sub-normal, and used a huge/common/tight map) and really, I'

2 Replies 283 Views