OTOH, their attack is often *much* higher than their def (I had one show up with 180/10), so it pays to be pro-active. Another popular strategy is to lure them into enemy territory with a suitably fast ship. That works too :) ~SDC~
Cataleptic
IMHO, by far the easiest way to keep the game balance (and equally importantly, the *character* of the game) intact is to (somehow or other) automate the interface, rather than alter the actual mechanic. Being able to buy starbase upgrades directly is *asking* for trouble. A rich race could buy themselves a fully armoured culture palace in short order :p Rally points can indeed be tedious and fiddly to manage, but then so could individual queues for starbases. OTOH, generic queues are
... and the Trogdor comes in the NIIIIIGHT!! :D ~SDC~
Urk. Sorry about that... not sure how it happened :( Hopefully Brad's pet Feature Spies are watching this thread and devising a brilliant solution to our woes :) ~SDC~
1. OK, instead of a prompt, you could choose a default in the options screen (where the automatic de-orbit option will probably reside). 2. I have no idea :) But I don't want to have to update a starbase governor each time I get another module. Actually, I wish the governor's build list persisted between games and wasn't reset for each new game, as well. Perhaps keep a priority list for starbases or module-types... Personally, I don't like *too* much automation. I'd rather mic
1. OK, instead of a prompt, you could choose a default in the options screen (where the automatic de-orbit option will probably reside). 2. I have no idea :) But I don't want to have to update a starbase governor each time I get another module. Actually, I wish the governor's build list persisted between games and wasn't reset for each new game, as well. Perhaps keep a priority list for starbases or module-types... Personally, I don't like *too* much automation. I'd rather mic
This makes the Class+15% trait extremely useful, as Class 14 planets become Class 16... having systems just lying around for you to colonise at your leisure is quite nice :) ~SDC~
Sales figures are being kept secret, especially from Brad. Several eminent scientists have warned that should he become aware of the true popularity of GalCiv, he will gain enough influence to win a cultural victory over the entire planet. This will distract him from improving GalCiv, and we can't have that, can we :) ~SDC~
I find the best way to destabilise a minor race is to get a major race to pay me to declare war on the minor little selves, then invade... more class 16 planets for me :d ~SDC~
Perhaps for every +10% morale from improvements, you should get +1% added to the morale point at which people stop breeding. This will shift the 'zero' point up so that although you don't get quite as many people, they are, on average, happier (as they should be). ~SDC~
I had a Dragonin event... his evil ships started burninatin' my country side :D Foruntately, it was late in the game and I had about a dozen dreads sitting around after a (thoroughly victorious) battle against the Torian Weenie League. Cataleptic smote the Dragonin, and his empire was lain to burnination. Just as a side note, I abandoned the planet as recommended (it was just a tiny new colony, so I didn't mind), but the silly Torians immediately re-colonised it. So even if y
Perhaps you could tell your starbases what upgrades you want (not too much detail... just say "max out mining", and/or "max out influence"), and add an "auto-build" option to constructor's orders list (c.f. auto-survey, or sector sweep). A constructor with the auto-build order would head towards the nearest starbase needing an upgrade (and when it does so, that particular module is flagged as "pending" so you get just enough constructors per base). When a new module becomes available, any idle c
I like (G) the most... it's managable, intuitive and has low potential for completely messing the game's finely tuned design :) Pooling for later could also work if there was a cap (say pop/50 units) to the amount you could store, but it's a bit more arbitrary. The cashback and tech dumping are bad ideas, IMHO, as both of them could completely blow-out the game's current mechanics (and therefore, presumably, the AIs)... unless the rebate rate was 1 to 10 or something. Even then
You can (AFAICT) switch military production with impunity, but social production starts from scratch. OTOH, the thing you *were* working on stays half-built for you to pick up later. There's no such thing as partial-payment for production. The spending slider and MSR sliders determine the output for all colonies, and they either all produce during a turn, or they all don't (if your treasury is less than -500). ~SDC~
But the net effect of *any* morale increase is to (aside from other things) boost pop growth back up, thereby causing a drop in morale. So the only way to make a morale boost 'stick' would be to either artificially suppress the planet's population (via colony ships, transports, etc) or wait for it to hit it's max population... ... do planets *have* a max population? ~SDC~
I think it'd be much more viable if certain planets had, say, a +25% to the *base* production rate, growth rate or economy. Not only would they lend themselves to specialisation, they'd be fairly obvious targets in a war. ~SDC~
... sinking their money into off-planet bank accounts, buying in to shady Drengin S&L schemes :) ~SDC~
As I read it, the speed-up modules boost speed by an absolute +1, not a relative percentage, so yeah, if it *was* being applied to starbases, they could move. Oops :) ~SDC~
OTOH, trading 'Alliance' to the minor races is a sure-fire winner :) ~SDC~
I was wondering about that... so it's not just a 1-pass algorithm. In one turn, influence can 'flow' outward from a single source right to the edge of the galaxy? I can see how that would be tricky :) When the game's loaded, couldn't you just run it over the galaxy a few times until things 'settle down'? ~SDC~
At the moment, GalCiv doesn't seem to cope well with one-offs being built by several planets, or even races. It should at least pop up a warning when you build a one-off that's already being built in your empire (perhaps comparing the two planet's expected completion times). Also, when someone actually completes a one-off, it doesn't seem to care, and will allow others to finish it, too. ~SDC~
I think propaganda should be a bit more obvious in what it does... maybe a slider going from 0 to 20 saying "boost propaganda by this much" or from 0 to 50 saying "keep morale above this" (the cost should be at least 4 times the per-point boost from the average morale-boosting building, of course). Then whenever the planet's morale is displayed, it shows "x + y" so you can directly observe the effect of the propaganda (and take action if the 'base' morale is too low). Also, if the base fall belo
Another $0.02 Right-clicking on one of those "ship completed" messages in the bottom right should take you to the system, but *not* open up the planet's build interface. Perhaps even automatically un-orbit the ship concerned. This would speed up the 'manual de-orbiting' procedure immensely, while still preventing the undesirable side-effects of auto de-orbiting. An option to display the names of *all* systems under their star, not just inhabited ones. Increase the AI's
I think it's more that morale drops (presumably asymtotically) as a planet's population approaches maximum. If you yank half the population off a planet, everyone gets that summer home they wanted and morale perks right up :) ~SDC~
Yet another 'rally point' request... I sense a pattern :) The Powers That Be have already mentioned the addition of a filter to the ships list, presumably including one that shows only idle ships. This should help the situation somewhat. I've played several games now, 2 in a medium universe, and so far I haven't really missed having rally points... but I can see how they could be useful. The way Space Empires IV does them is quite appealing, and should work well in GalCiv,but I