Astax, I find your lack of civility disturbing. This post has had nothing but positive contributions until your response. Do you understand how the game mechanisms work? Did you follow any of the positions offered in the OP or in any of the comments? Capacity must be paid for under the existing system or under a system with a de-linked research slider. None of your frankly absurd conclusions follows from the fact of
xMrLuckyx
Well, it sounds like its settled. The "three sliders totalling 100%" solution is a holdover from GCI, which had only industrial points. When they broke out research points out from manufacturing points, for whatever reason they didn't break out the slider. It doesn't make any sense, there's no way to rationalize it, it just is. For me it's not a gamebreaker, but rather, a huge wart on an otherwise excellent system. I guess my last thought is a 'Hail Mary' question to Mr. Wardell:<
Enigmatical , thanks for reply. However it's basically a population rationalization. It has no support in the game documentation or mechanisms. Population has nothing to do with prodution or research. If I can only run half my labs and half my factories with 5 billion people, what about when I get to 10billion? Mr. Lucky Kalin, Thanks for the confirmation about GCI. I agree there's no 'waste' but it is non-sensical. I also agree I don't think it'
Thanks for the comments. Just for the record, the problem isn't 'waste', or spending vs. capacity. Waste is OK and spending vs. capacity is the whole advantage of this system. Workforce/population also has nothing with the problem or how to rationalize it. A factory with .5 billion population has the same capacity as a factory with 99 bilion population. For what it's worth, I believe the issue stems back to GCI. One
First, I like the economy model in GCII. Its basic innovation is decoupling spending from income and that is a great thing. I do think it has a fundamental flaw however and I would like someone to point out why I'm wrong. Allow me to explain the way I think spending works: Spending: Industrial Capacity. This slider controls at what base efficiency your factories and labs run. Straightforward. Multiply this percentage by
Anyone having problems using .ship files in the Mod folder? I created my own mini-mod with ship stats that I preferred; but with 1.19 I can't build any ships if I have any .ship files in the Mod folder. The game gives me the message that there are too many ships in orbit so I can't build another, even though there aren't any in orbit. If I rename my modified .ship files and rename the vanilla ones back everything works fine. Ideas? What am I missing?
Once you trade for a trade good you receive the benefits forever. As you said, you can't trade it to anyone else so, after you invade, that trade good is 'closed'; only those who've already traded for it can ever receive the benefits.
That's normal behavior. If you want the trade goods you have to trade for them before you invade. Wonders are completely non-transferable. It makes a certain amount of sense I suppose. The wonders could be thought of as linked to the culture that built them, a conquering horde just can't utilize them the same way. As for trade goods, maybe they destroy the plans before you can get to them? I also believe this is fairly common 'super-project' behavior in similar games, CivIII for ex
Yeah I figured as much but my programming expertise is with IBM midranges so I don't really *know* what's possible and what's not. But "roll your own" that's funny. Since you think the GUI's OK, maybe it's just me. Can I ask though, don't you find it harder to use then Windows, KDE whatever?
1) Stardock makes its money from Object Desktop and the like. Object Desktop is an *excellent* tool for customizing your Windows desktop. It has all sorts of innovative features and lets you do things with the Windows GUI I wouldn’t imagine were possible. It’s evident that Stardock has a clear view of what makes a good GUI and the expertise to make it happen. The success of Object Desktop shows that their view is a popular one. So how is it possible that: 2) The GalCiv GU
Good point, it is easy to forget. See my forthcoming "Object Desktop vs. GalCiv GUI" thread/manifesto for my views on the GalCiv interface. As for the Drow, it's a long story, but they don't call me Mr. Lucky for nothing. I will admit that extended dealings with the Drow is a test of my vows as a Paladin of Helm—but if duty requires it...
Drizzt DoUrden, I believe you are correct my Drow friend. My understanding is that attacking with a fleet uses up one movement point from each ship in the fleet. So in your example, if you have one move left you can attack once as a fleet or three times individually. Certainly bug-like, if not an actual bug. Really not to hard to work around though.
LifeWish, To your point 1) You receive this "bonus" always. Anytime a transport and a combat ship are in the same square, the combat ship will be attacked first. It makes no difference whether they are oficially in a *fleet* ot not. Tou your point 2) You receive this bonus never. Whenever two combat ships share a square the first defender is chosen by some as yet unexplained algorithm. It's speculated to be the ship with the highest combination of Attack a
CariElf, Thanks for the clarification. It makes sense from a gameplay standpoint, fleets are too reduce movement micromanagement *only*. It means though that the weakest part of the game, the documentation, remains an issue. A good manual doesn't have to give all the game mechanics away but it should provide the essentials; and what it does explain ought to be clear, or at least correct. Saying: "Tip: While combat is resolved one-on-one, if the defender
Then what does the manual mean when it says: Tip: While combat is resolved one-on-one, if the defender is in a fleet, they do get some bonuses, reflecting the support the other ships can provide.
Well, nice guess Staffa. ;) A better Trekker than I can probably give details but I believe the Star Trek universe uses Universal, or possibly United, followed by Star Ship as it's designator, and an excuse to stick with USS. Whichever it is, Frogboy gave Star Trek as his inspiration for using USS in GalCiv.
Check the PDF manual that's downloadable thru SDC. You can't get any more authoritative than that and it does clearly mention a small benefit for fleets that are attacked. It doesn't give much detail to clarify what that means but it certainly does confirm that such a thing exists. [Message Edited]
Staffa didn't make it up. Frogboy confirmed in a long gone post that that was the answer and also that he boosted it from Star Trek. I don't know any way to *globally* hack the prefix, I think the answer the modders found was that there isn't one. If anyone can correct/update that statement please do.
The blank button on the main screen is utilized currently. If you hit -esc- in-game and choose the "Main Menu" option, the previously blank button will say "Continue Game" and take you back to your game if you press it. It's been that way from the start, I think.
Just wanted to say I *like* the, shipyard improves ships after they're built, feature. If you think about it, it's actually fairly realistic. A Naval vessels power is not merely a result of the size of it's main guns but of it's support system—supplies, crew rotations, repair and refit, the whole gamut of logistics activities that keep any fleet sailing. Upgrade the facilities of a ships home port and you upgrade the capabilities of the ship-makes perfect sense to me.
USS Hero ---> USS Heinlein First Battleship/Dreadnaught etc. --> USS Pournelle others include... USS Clarke USS Asimov USS Drake USS Stirling other SF types as I think of them.
Interstellar, I realize I sound like a broken record but seriously: In between steps 5) and 6) above, exit the research screen and then go back in before you end the turn. It will show '1 Month' instead of 'Next Month' in the situation you described. Increase the research slider a bit until the research screen says 'Next Month' even after exiting it and checking again. I usually just hit -F4-, -F6- really quickly a couple times to accomplish this. I have no idea wh
Nyghtfyr, Try exiting the research screen and then bringing it back up after making a change that you think should affect it. When I do that I always get the correct ETA.
Nah, you don't get anything. Not sure if you should, but I know you don't. Try selling them to another empire, you can usually pick up a little coin that way.
My $.02 I'm not a 'fiddler', I agree with CodeMonkey--poor benefit for the cost, but I do adjust my research slider when the next discovery is 'Next Month'. I lower it in increments of 5% until it says '1 Month', then I set it back 5% higher. Following this strategy I *never* fail to get the tech 'Next Month', and I get decent 1 turn boosts to my production queues. I will say that to get an accurate research report I have to force an update to the research panel by exiting an