I haven't had a planet flip in a single turn. It's always given me a warning first.
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An interesting thing I noticed in 4C (haven't looked for it since then) is that there were points where if you went to a certain tax percentage by increasing the taxes, your morale was higher than if you got there by lowering it, even if the population never payed the lower (or higher) tax rate.
12? I only got 4. Then again, while the claimed effect was two sectors, it spanned an area with a radius of at least 8 sectors (on a gigantic map, it seemed to cover about 2/3 of the map in one direction, and at least 3/4 of the map in the other direction), and I was still exploring and finding more stars with 4 or 5 PQ 4 planets around it when the game became unplayable, so it may have been larger. Yes, this is one of those effects that m
stevenutt, the population can be reduced by a failed invasion already. In fact, I had one invasion I fought off last night that left me with less than 10% of my starting population, it was that close . If that's not what you mean, I still have to disagree with the idea of hurting the infrastructure, unless the amount of infrastructure damaged is scaled to the the percentage of the popul
Moi-mem: In the top right corner of each of the three boxes (military production, social production, and research) you will find a little button that is a pair of concentric circles. Clicking on that the first time focuses that planet on that output type. This means that a fraction of the other two production types get diverted to the selected output type. And yes, this is a serious issue. In Gigantic galaxies, I'd have manufacturing sec
Also, if you have any kind of technical edge, defenses can make your ship last a lot longer. With no defense, you basically take damage from anything you don't kill in a single shot, so enough piddly fighters can wear you down. With modest defenses and a technical advantage, I find I seldom take more than one or two points of damage in a fight against a technological inferior. My 8/3 ships are much better than my 8/0 ships are, and another
It's been brought up before that you're not the general/admiral of whatever forces are in combat. You might get to decide what resources those in battle get, but you didn't draw up the battle plan, and you might not even get the chance to approve of the plan if it isn't very important or very high level. I've never seen a 4x space game that had tactical combat where you weren't forced to fight the combat yourself if you wanted to even come
Well, that explains a LOT. I just had the typical game start where in the first month or two, 6-10 colony ships from a minor race come tearing through my space, ignoring inhabitable planets, both in my space and theirs. I thought to click on them to see just how far they were going to go, and it turns out, their own home world wasn't providing a location for them to range from. Instead, multiple something else's off to the galactic north that I have
I even think that every invasion (failed or successful) should hurt the defending planet, causing huge infrastructure damage if destructive invasion tactics were used, provided that the attacking player committed enough troops to invade the planet. Bad answer. That was the case at some point in GC1,
GNN list of events is not scrollable via the mouse wheel. GNN list doesn't show invasions. GNN list sometimes misses combat. I've seen an enemy ship come along, take out the only defending ship in orbit around a planet, and then watched carefully for a GNN report so that I could find the planet, and the GNN report only showed other victorious combats. GNN does show some defeats, just not all of them. Request: Could w
You can turn off the minor races, it's a setting in the prefs.ini file in the My Documents/My Games/GalCiv2 file. Can't remember, but if you search that file for minor, you'll find it, turn the 1 into a 0
Though I do have to say that it leads to some interesting ideas. Mad Genius to Henchman: "Now when the Human Ambasador arrives, I want you to make sure to keep your video gear handy. I'll be turning his intelligence all the way down, and with any luck, we'll get some good pictures of him sitting in the punch bowl weilding the ladel like a club, howling at the other guests. 'Strong Diplomacy' my hairless head."
Sorry Peace Phoenix, I shouldn't be posting pre-caffine. delta leader: I think I'd like you to clarify that. Do you mean within a line, or across lines. In other words, should Hyperwarp I obsolete Warp V, and (seperate question) should it be better in every way? If the answer to either of these are yes, then I have to disagree. I don't mind the idea of a line being a continuous improvement, with no steps backwards, but there sh
Hmmm.... my earliest ship designs tend to be weapon only, no defense. Until anyone else starts adding defense, that's good enough. The next thing I add is defense. Then I start branching out. Defenders: All weapons and defenses. Interceptors: Weapons, engines, and defense, in that order. Raider: Weapons, engines, range, defense, and sensors, mostly in that order. I don't have a problem with the primitiv
Agreed with Kort. Or maybe allow it at any time, but it invalidates the game for purposes of the Metaverse.
Also, mass driver III and IV are a bad example, you get them at the same time, and IV is just a premium weapon. I do understand why you're asking for this, and I'd like it too. I'm not sure if the devs can afford the time to do it. My guess is yes, though it may be more complicated than I think, depending on how their data model is. It would be easy to write as an SQL query, but that doesn't mean that it would be easy to do in C++ or what
I'll agree that that would make sense, but only if Laser 3 were more effective than Laser 2. It isn't, it's just smaller and/or cheaper. In most cases, later versions of the same line have the same effectiveness, so the later version is the "Improved 386", it's the Plasma weapons that would represent the 486.
I've been able to determine which techs new minor races get. Every tech the tech leader has, none they don't. So, I've been doing 60-80% of the total research in the galaxy for some time, I'm the only player that has Research Academies, Invention Matrixes, or Discovery Spheres. I've got the full sensors, life support, logistics lines, and almost all of the hull improvement line. Of course, I'm also the only player without Laser III - Laser V.
Bring on the sabre rattling! I WANT the AI to know when I'm mad at it but not (yet) enough to go to war over it.
Zoomba, I believe one of the settings allows for Fleet-vs-single ship cinematics.
I think it depends on several factors, some of which I don't think the AI could compute. If someone attacks me, takes a few of my planets, blows up a few of my ships, then I build a military that makes his eyes bug out (happens a lot, I always have a very strong economy and industrial base), then I think war reparations are perfectly reasonable and I shouldn't take a hit for expecting them. However, I do think that there should be a "minimum duration
Ah, that's what was up, I was in a period of economic booming, the net gain dropped to about 2500 per turn when it ended, which is more what I'd expect.
Lucky jack, I go through a phase like that in the early game, it usually ends about the time I start getting my Trade Centers. Once the expansion phase is over, that's when the money really starts coming in. ACK! it got worse, just checked my current game, in Oct 2229, in a gigantic galaxy, with a tax rate of 49%, approval of 80%, my income is: Taxes - 13280BC, Trade - 419BC (all my trade partners just delared war), Tourism, 407BC, 14191BC
Agreed, Lucky Jack, it's just that the population on a planet with a PQ higher than 9 can get out of control, which is why I use the 6-9 planets as my revenue base. In my current game, I can only spend 2/3 of what I'm making, so it can't be too bad
Actually, what is shown is the next technology in that same line, which if you're researching evenly, will be towards the bottom. Personally, I like it that way, as I tend to focus on a single branch for several techs, then move on, rather than chase after the lowest of several techs. The only exception is right at the start of the game.