Here are some gameplay interface improvements for Galciv. Except for 5 and 6, everything I'm going to post here is something you can already do manually, most people would do, is easy to implement, and nobody would argue against having. It just saves tedium. 1. If a stack of ships is with the terror star, and this stack does not include troops, the terror star should destroy the planet rather than the stack of ships attacking. Currently you do this by leaving the ships behind 1 secto
Kevin Jenkins
One other question: I just won on the highest difficulty and noticed the little masochistic icon under my name. If I play on a lower difficulty now will that go away?
I think it is either you drop a very large stack on it, or you end the turn with a stack on it. I also noticed it will stop if you take a planet in that system using transports. Although I noticed a few times, if I attack with a transport and lose it resets me back to full movement so I can keep going (although I'm not 100% sure). I thought it was some kind of killing rampage bonus :-)
One more thing. It seems like each attack only kills 1 ship. But if there is a stack then each ship in the stack will attack. Is this correct? Is there be any point to bringing mixed groups of ships, say 1 capital ships, 3 medium ships, and 10 small ships?
Can somebody explain the combat formula to me? If I am attacking, does my defense matter? How is health related to my attack? What determines how much HP I do, and how much HP I lose? If I have a stack of guys attacking, is this better in any way than attacking with 1 guy at a time? How about a stack of guys defending? How does it determine who defends when a stack is attacked? Also the death star movement doesn't make sense. When I first built it, it had 1/1. Then a couple of tu
Good point. Another approach is to leave everything at 30%. Then you would reduce waste by 2/3rds on average. But then you wind up with three things 1/3 done, rather than having one thing in 1/3rd the time and choosing to build something else. So you're hurting your effectiveness. Seems to be no perfect work-around. Would be best if we just got the extra money back. Oh well.
Thanks for the answers. It's a design decision that I disagree with but since I'm not the designer I'll just find work arounds - as everyone else has apparently done. I bet this was done to make the AI easier to program. To the guy who pointed out just buying ships - I took a look at that and it's very very inefficient. A colony ship that took 50, if I remember correctly, costs >1000 to instantly build. Otherwise that would have been a perfect work-around. The best work-aro
I guess this is brought up a lot, but I didn't see anything about it. I start a new game and put military at 100% so I can build a colony ship fast. That is fine and good. Then I colonize a new planet. I have nothing for that new planet to build, so I leave the slot blank. But when I check the next turn, that planet is having expenditures the same as if I built something! I thought maybe I get the extra money back, but it didn't look that way when I checked. So it
Great game guys, and great responses on the forum. This game is as good as MOO3 is bad. I had one question: at what level does the AI cheat? After beating the game on normal difficulty I tried the hardest difficulty and was overwhelmed by the technological and productive advantages of the AI players. What's the hardest difficulty that I can play at where the AI has the same rules as I do?
What happens to the money for unused build slots? If for example I'm devoting 100 bc a turn to military spending but not building any military units do I get that 100 bc back or is it just wasted?