[quote]The combat is not always won automatically. I withstanded many Torian invasions successfully in a game a while ago. If the defenders have enough soldiering/population/defense improvements, you need several transports to take them away, sometimes having to use specific invasion tactics. So it's not always an instant win, it can be an instant loss. Now a fight that lasts more than one turn might prevent alpha strikes. I don't know how gameplay would be affected but it could be wort
Alf Melin
*bump* :) Any chance of re-running the poll over Christmas with the extra options?
The current system of simplified and instant ground combat ok as it allows fast gameplay, but I think it would be very positive if a planet could be contested instead of always having an instant win. Basically I'd just like to see the "20 billion died in an instant and the planet is now yours" system changed to a battle cycle that extends over several turns and gives players a chance to reinforce a contested planet. It would open some interesting possibilities such as desperate tech
Has any thought been given to other alternatives than the boolean stack / no-stack choices given in the poll? I'm thinking along the lines of: 1) Change Starbase effects so they are only effective within a 3 square radius of the starbase (dump the entire sector thing), makes it *necessary* to build many starbases to get good coverage in a sector and makes starbase stacking less effective as you reduce overlap area of multiple bases. 2) Change Starbase effects so they have a va
Had a game yesterday where the first UP meeting was if empires at war should be taxed. Voted no. The next meeting was the same issue and so on until the end of the game. No other issue was ever brought up, it was always and only the tax for empires at war... (outcome was always D ie no tax). BTW, I didn't read the entire thread so don't know if it's being worked on but I think the "invisible ship" problem is the single most irritating bug in the game.
Perhaps I shold switch to this Empire... not only am I Chaotic Evil but I'm also ranked 666th spot ;)
Haven't visited this thread since page 3 ;) so maybe this will duplicate other suggestions: - Automatic population balancing between same-system stars (ie if there's 2 planets with morale 50 and morale 100 respectively people would tend to emigrate from the 50 and move to the less over-crowded 100) - In the build queue, highlight or dull out any galactic achievements which are already being built at another Terran planet (trivial enhancement which saves player from duplicate
I'm playing 1.09C[b].001 according to SDC and got a *lot* of invisible ships in the game. A quick search on the forum turned up a couple of hits but no fix other than save/reload. Is there anything Stardock needs to help debug this? FWIW I'm on DirectX 9 and don't remember ever seeing this issue while on DirectX8.1.
I love the way two thirds of the posts in the Alliance thread is from non-Alliance members LOL
Time for a career change, then: Captain of Lifetime: Television For Women, Inc., Jedi Master P. B. Steel :HOT:
Hmm, I like the new alignment icon but was surprised to see so many "good guys" out there. Are you all great believers in keeping the peace and tech victory rather than backstabbing, mass xenocide and profit above all else? :HOT: Things have been quieting down over in the world of HOI so I think I'll be hunting the Drengin again this weekend :) About time too, I just can't stand their attitude - from my point of view they're practically knights in shining armor! [Message Edite
A closely run contest, perhaps I should upload some results tonight then ;) Nice to see some friendly competition
G-Force, I'm registered at the forum now. Are any of the guys around here into modding? I'm not too bad at scripting and debugging so could help out, we could look at getting a community project going.
Hey Kiwi Greg, you got time for this forum as well? LOL No discussions about historical accuracy here of course ;)
Ah, still number one :) I'm involved in the C.O.R.E. mod for Hearts of Iron so it's been busy days as we just released 0.2. Hopefully I'll be able to get back to GalCiv soon though. Nice to see these forums getting better as well.
Is it just me or is the AMM really limited in attacking ships in orbit though? I know the defending ship has better stats while in orbit but the difference was just huge...
Thank you :)
It's not just trading, it's getting it through planetary conquest or espionage as well. Basically a race should only make use of (ie receive bonus and build improvements or ships) of those techs that match current alignment.
Ga med i European Empire, dar finns manga skandinaver... and we are Number One, ahead of Apolyton LOL
Eh, AFAIK that was done already... look at the 1.04 beta readme :)
Playing on larger maps there's a considerable issue with moving ships to be battle area when on the offensive. Hence in the end game it becomes meaningless to produce new ships which will never see action. At the same time your empire is approaching a stage where most social projects are already built or if not yet completed they will never have time to provide ROI. On the basis of this I went for 0% spending in one game and put 500-1000 per turn into destabilisation for each enemy race
Good summary :) A few comments: - Your trade partner also benefits, so beware of strengthening those you may come to fight later. Better to trade with a minor where possible. - Freighters are cheap so in the early game always establish short trade routes at once, then replace with longer/better routes when new freighters reach their targets. - Pre-position freighters so you can get a new route on the turn you get new tech or a UP resolution allowing more routes. <
Varies on starting position and how quickly I come into contact with other races. Key strategy isn't really what I research but to get ahead in 1 category. This allows you a strong bargaining position (if you trade)and an edge in the chosen category to further your overall strategy (be it influence, military, economic or otherwise). Never try to research everything yourself - you can collect all the dead-end techs by invading planets, spying, selling trade goods to minors who are about
Depends on PQ distribution. Set your taxes so that your best planets only just hit 100% morale, then see what it is going to cost you in propaganda to bring other planets up to 100% morale.
Supposedly the AI in GalCiv is wise to this, so that while you can do it it will affect relations and how all civs deal with you. At least I seem to recall Brad talking about this in a post...