Disclaimer: I'm not continuing the debate over knowing the formulas. I'm addressing the economy issue being broken or not working the way I'd like it. But I'm sure we all consider it A Bad Thing that when a new player starts playing GalCiv, he is faced with zillion +x%s to something, and they do not work _as_he_expects_? In my opinion, if the game tells player that you get +50% economy, it should then be +50% to your economy and nothing less. Giving such non-information only misguides b
bonkku
Twirlip - well, it depends on what is common sense. In my opinion making decisions based on guessing what would work best here and there is common sense. If you have a different definition for it, I'm not interested in hearing it. I think that this debate is going to be an endless one. Let's put it to an end. Keep your opinions and I'm going to keep mine. BUT - the question remains. Why +50% to economy gives +50% to a small, and unknown fraction of your economy? If nothing else
Twirlip - I don't need specs. All I want is something that I can use as a basis for my decisions. Now IF even the straightforward bonuses like +50% to economy don't work as expected, then how can I decide anything? I mean, using such general information like "more manufacturing plants gives more production" makes it possible to use your common sense. Well, just about everyone happens to have that much common sense. It does not make it possible to really compete, who has the brains to be
Vorlin: the +economic bonus is _not_ based on income by population. If it was, we should see totally different numbers in the experiment made by modemboy earlier on this thread. You get +50% to a fraction of your income, the fraction being quite small and unknown to everybody.:-/ As for the controversies: the biggest one seems to be between those who want to know how the game works and those who don't care. It applies to a broader field than just economics.
Ellestar: I completely agree on your views. Valamir, to be honest, I cannot understand your point. GalCiv is a strategy game. In strategy games it must be possible to use your brains to something more than _guessing_ best tactics. The player must have knowledge of how the game world functions. I don't mean breaking code, but if the player is allowed to know the bonuses he has, what's the point in it if he cannot make deductions based on them? If one doesn't know how th
Thanks for your test, modemboy. It shows a few facts: - the economic bonus is taken into account _somewhere_ - the economic bonus does not work solely on PQ or solely on pop. part of the income - the economic bonus does not work intuitively as one would expect it to Now, I still consider the economic bonus system as not working. The problem is: if the game tells player that he gets a +50% boost to his economy, and he notices only a +0% to +10% increase in tax income, it's br
Vorlin: Thanks for your effort in reporting your experimentation. It may have convinced yourself, but it did not convince me. Why? Because I tried a configuration with +10% morale and +50% economy, and another with only +10% morale. Result: no difference. I tried with setting gov. expenditures to 0%, and perceived the amount of money I got per turn. And I measured turns it took to build a colony ship, no difference. As to why I started a second thread: the original became a me
hello again, a few days ago I started a thread concerning economic bonuses that do not enhance your economy in any way. A few friendly people had experimented and noticed bonuses, and somebody suggested truncation errors or the bonus being only on the pop. part of economy, not concerning income from PQ. Thanks, pals, but I'm still not convinced that they work. I have experimented myself with +50% economy and without it, and I can't notice any difference _anywhere_ in m
You may be right. But I think that getting no bonus at start is harder evidence than your suggestions. So I'll stubbornly consider it broken until proven the opposite.
Have I misunderstood something, or do the economic bonuses behave weirdly? Or, do they behave at all? This is fifth time I try to figure out how some sort of bonus is applied, and on every occasion it has been a bug in GC (sigh). Let's hope it isn't this time. The problem is, if I choose Federalists for their +20% in economy, and +20% economic ability, I see no difference in my tax income compared to +0% economy. Every time I start a game, my tax income is 10 or 11 (depending
Just a point on the additivity. It is true that you get only 70 points from a 1000pt game when submitting your 51st. So, it's only a fraction of your 1000pts and as such it doesn't seem encouraging to collect your points by having zillions of 1000pt games. But let us assume we have two competing players, both having 50 games and equal scores. Now it is (almost) the same, to play three 1000pt games or one 3000pt game. That's what I call additivity. The matter of whether
Just my opinion. I completely agree with Crichton. I did even criticize metaverse for the same flaws in an earlier thread. It may be that I'm stating things that have been stated already, but it's my vote for change. 1. the scoring system is just plain stupid. Suggestion: PUBLIC SCORING FORMULA. That's the only way to make it even - anybody may know how to get the high scores, and its flaws could be discussed in detail at this forum. 2. the biggest flaw of the scoring
I think that GalCiv is a great game, and it certainly has a loyal customer base, as mk31bolo pointed out. And I don't think there is even question whether game feature updates are a Good Thing. The game is now much more balanced than it was in the first release. But sometimes I think that while the forum is loyal to Stardock, its love is quite blind, too. The fact that people like feature updates doesn't mean that they like bug fixes. I think I can look at GalCiv quite objectiv
I agree with Yin that the game is much more fun when playing the smaller maps. I have never had the time or patience to complete a game beyond medium. I can't understand how anybody is able to play the bore gigantic maps. Turn after turn after turn nothing happens, except micro-management. Playing on medium, and focusing on slaying the aliens fast, is the way I like the game. There is no point in competing who-spends-most-time-with-his-computer to get the metaverse points. Too bad the s
I think that the principal reason for the simple +X% to something nature of techs and improvements and the x/y/z nature of all ships is the AI. It would be very difficult to make the AI react reasonably to very diverse improvements and/or techs. By keeping them simple it is possible to devise an AI that is able to somehow assess them. Still the AI is quite stupid (IMHO), but with complex game rule changes it would be completely helpless. Like it is in most games. Creating those
hi, tried 1.03 just a second ago and, to my surprise, the bug that has been known since the first release still lurks there: military and social production ability / political party bonuses do not apply. Choosing industrialists and +50% military, and compared to a game without them, the result is same. No bonuses whatsoever. Could somebody explain to me, (a) how I have misunderstood this bonus math or (b) why Stardock does not fix this obvious, major, and simple bu
What about the abundant bugs concerning the different bonuses and such, soc/mil. production abilities not working, social improvements having no notable effect? Shouldn't be very difficult to fix... In pursuit of a better GalCiv...
What do you mean, by saying "What this means is that if you have +50% Military Bonus you could spend +50% more on that planet and not have any wasted." ? From the encyclopedia entry you cited, I understand that given a base production of say 18, my actual production is 27, and of the 9 bonus production units 3 are given free, so you have to pay only 24 bc per turn of the 27. The problem is, I don't get any "additional production over the base amount", as said in the encycl
Tried the build times. The bonus doesn't work, having 18 shields/turn and +50% military takes 3 turns to build a colony ship. With +50% the real production would be 27 shields, and it should take only 2 turns. I also tried the research bonus +50%. It seems to work, but not as quite as I expected. GalCiv calculates that 50% of 18 is 7. I don't quite see how. I'm beginning to be rather tired of all these non-working or incorrectly-working bonuses or whatever bugs or crashes. They
Noticed a strange thing. I don't know whether it is a bug or a feature, but I can't see how it could be a latter one. I chose +50% military ability for 6 points. Then I start a game, and look for the shields in the planet view => they are all the same! Using the economic sliders 1/3 each yields as many military and social prod. units - shouldn't it be +50% in the military shields? In the planet view it reads 3 + 0, no bonus shields! Putting the economic sliders to 100% mil. yields total
I think that speeding up transports would significantly speed up the game pace. Currently, your wars before Combat Transports are quite slow. IMHO the transports should be able to move at least 2 or 3 parsecs per month; that would make early and mid-game wars much more interesting and fast. And, one should really care about defending himself in the beginning, too.
Are the AIs using the same evaluation when trading with each other? If so, it seems that no two AIs are able to trade anything with each other, because the another AI always offers only trades fair for itself, which the other AIs never accept. ?
Hi everybody, I think that GalCiv is an excellent game of its type, but in pursuit of even better game, I have come up with a few things, mostly documentation (as title implies). First, the game needs accurate documentation and more of it. I don't mean documentation about how to use the UI or how to download it via SDC, but about the rules the game uses. I don't know of you who are going to "learn by playing", but I think there are several black holes in the docs. A few: -
Once again, this is one of those blind guesses you have to make when playing. OK, it increases economy 20% for each step, (I assume that is a guess, not developer-verified), but how do the governments affect morale? Without knowing it, it is impossible to know whether it is reasonable to switch or to stay. Just my vote to Stardock: publish the basic game mechanics info, for me making such blind decisions is a game-killer.
Are the different bonuses in the game added before calculating the real amount, or are they sort of multiplied? I mean, if I've got two +20% boosts on my production, is my production base_production * 1.40 or base_production * 1.2 * 1.2 ? I guess the same applies to all other bonuses in the game?