Just my opinion. I think that the only way to reasonably compare two games, one better and one worse, is to take into account only -galaxy size -difficulty level -number of turns it took to win (-maybe starting position?) All other things are inessential. The objective of the game is to win, isn't it? No matter whether you have 10 or 1000 planets as far as you have won. Makes sense to me.
bonkku
Just my opinion. I think it would be the best thing to forget population and tech and money and such. I think that the only way to value different games better or worse is to count the number of turns it took to win. That's the objective of the game, isn't it? No matter how many planets you have if you won. From that it follows, that a different top score table would be needed for different galaxy sizes, and possibly even for different difficulty levels ( though it might be po
Well, the thread seems to have taken quite a different flow than when it began. I think it doesn't matter if the AI knows the planets (if it wouldn't, it would be better IMHO, but nothing to really care about) or something else. All counterarguments to publishing basic game mechanics have been "I like playing, and learning by playing". Yeah, I do too. But the point is, you can't learn the pop. growth formula by playing. Then why would one want to know it? I think that publishin
Ok, I agree on facts that (a) you keep learning while playing and (b) you know that if your morale is low, better increase it somehow. I also agree that the morale vs influence example is quite stupid. It may be that I don't need all the details, I wouldn't study all of them anyway. But is it really impossible to publish formulas for - population growth - planet stats (income/morale/prod/research/influence) - game score? I think that these are rather essential in de
Yes, the AI cheats. I'm playing on all intelligent, and I'm aware that it automagically knows yellow stars, galactic resources and such (and the background story on that isn't very clever IMHO), doesn't ever research certain techs (weapons theory, for example), and sometimes has weird alliances or ship ranges (as reported by others). But that's not very essential. What IMHO is the way AI is having an unfair advantage, is that the AI KNOWS THE GAME MECHANICS!! How is the player
GalCiv offers players a plenty of choices when it comes to your strategy. The game is full of different percentage bonuses to different things, and the player must make some hard decisions on which he will focus. It is, however, difficult to choose between +10% morale, +10% population, +10% influence, or whatever, because we don't know the way the game behaves. IMHO it is meaningless to state +X% to this or +Y% to that, if player can't evaluate how it would probably help him. There
IMHO the scores should be based on winning, that's the goal of the game. I like the solution Solitair offered, let's base the score _only_ on these factors: -difficulty level -galaxy size -starting condition (a big modifier!) -how many turns it took to win This reduces milking and all such matters and concentrates on things that matter: do you win or lose. If you win, it doesn't matter whether you have zillion people or money - after winning, the galaxy is all yours
Just my opinion. I think that anomalies are rather marginal both in interest and in importance. Getting that +1% for anything is just nothing, and flying your survey ships all around the galaxy isn't very fun. If I could decide, I would either remove them all or make them more diverse and more important.
I agree with Frank on all points. Mindlar, your list may be more or less effective but it offers only fake solutions, trying to hide the problem instead of solving it. In my opinion we should have a global slider for morale boosting, an exponentially decaying pop. growth and more information about how much you are being destabilized (not necessarily by whom, that's espionage). And, as I mentioned in another post, I consider that players should be given more information about h
Hello, I've been playing GalCiv for a while now, and being a perfectionist Excel-player, I would like to see a lot more documentation about the inner game mechanics. To name a few questions: - how are population growth and morale determined? - what factors constitute when calculating the base production/tax income/research of a planet? - how are final game scores calculated? They say that computer AI plays fair, but at least the AI has one unfair adva
Here are my suggestions to the devs. Some of these have already been discussed in this forum, but I'm giving my vote too. - develop a way to assign the social/military/research planet-wise. It is not too micromanagement, providing a button for "set all planets to these values" - the morale & overgrowth issues. Rather than punishing for overgrowth, one could for example restrict the overgrowth so that planets won't grow so populated that people don't fit in. - tech tra
I don't have read all the posts in this thread, so this may have already been suggested, but here is my balanced view between micromanagement and large guidelines. Instead of only one set of sliders, have for example sets A,B,C (,D...) and each planet may be assigned to be an A, B or C planet. This way the player can have settings for a newly colonized planet, a military construction planet and a research planet, etc.
GalCiv hung up my machine when changing UI style to good. I could see the new UI, but nothing responded after it. Using W2K.
Hi, does the GalCiv appear on the store shelves in Europe as well? At the Strategy First pages I didn't find any information about this; neither did I find _any_ email address I could have sent a query to. So, I'm in the hope that Strategy First has told about its publishing plans to Stardock, too. I hope the game makes itself to the Europe, too. Buying from US requires (a) credit card, (b) additional money $25-$30 + duties 5-10%.
Dear GalCiv developers. Please add a switch to the game setup that disables all sorts of resource bonuses for AI. Pretty please, I want it hard and I want it fair - I assure you adding that button is worth the small effort. You have created excellent AI, why are you preventing us players from competing it equally? Pretty please. (:(