And I am playing whatever the latest version is as of late CST last night off SDC Atlanta. olaf
olaf73
Hmm, where did I read that? I will have to check. In any case, that was the lesser of my two concerns. In my game, not only do I not get prompted to change projects when someone else has built something that is supposed to be unique, 'they' dont get prompted either. It looks like they dont even have the item in question removed from their build possiblities, as I have seen them crank something out that I produced 40 turns ago. olaf
Both the Suggestions and Bug Report threads are huge, and filled with good stuff (even if there are tons of redundant suggestions/reports). To avoid more redundancy, can we get a locked sticky post detailing which bugs are being fixed, and what suggestions are being looked at, or added. I am mostly concerned with bugs. Thanks olaf
So Travathian, are you saying the show all button does something for you? Precisely what? For me, the map on the trade tab shows all trade routes all the time, color coded by the originator's race, with the selected trade route of mine being white. The table to the upper right of the route map shows just data on my routes. olaf
Well the rules say you are only supposed to be able to license trade goods to just one other race. And the building of multiple GAs and tradegoods is very annoying, and the stuff does get taken out of my production options when it gets built by another, but if I am currently building it anywhere, it stays being built and completes as normal. olaf
Anyone know if this was fixed in the update today? olaf
Bueller? Bueller? Bueller? olaf
What would happen if you got more tribute from the same civ before the first one ran out? olaf
Well I just reloaded my last autosave from a game I had just won to test the 5 turn thing, and its fixed. Yay! olaf
No if you go to the trade tab on the domestic policy screen there are two buttons above the mini map that shows the trade routes. One is 'Kill Route' the other is 'Show all'. Kill route works. Show all does nothing. olaf
FWIW, I was using California and switched to Atlanta and this problem went away. olaf
Another sorely needed feature is a way to see a breakdown on what exactly is contributing to your various bonuses. Like more detailed drill down options in the stats tab of the domestic policy screen. Many people have reported various bonuses not seeming to work, like from trade goods and starting bonuses. This would be a good way to see if they are working or not. olaf
I have seen other people report starting bonus problems as well. I personally tried Range+1, and it didnt seem to do anything. olaf
I would have to play very differently to succeed with no X per turn diplomacy. I noticed the 5 turn thing also. That to me sounds like something that should be fixable. As for trading the AI scout ships, and crappy planets, a simple fix for that ought to be just making it so the AI flat out wont buy planets below a certain class, and wont buy ships below a certain tech level. olaf
I agree. In addition to your suggestions I would add: Change the left/right arrows on the sort by columns to a drop down menu. Make stuff right clickable on the governor screen as well, similar to what you describe above for the negotiation screen. Have an 'automax' button on the negotiation screen that will autoset the maximum tribute the AI will pay once you have selected a term. olaf
I agree there needs to be a break down on the stats screen that shows what bonuses are coming from what. As for the multiple trade good thing...that was supposed to have been fixed, but they didnt fix it. GAs work the same way. olaf
Not only can the AIs keep building stuff you have built, but if you got something in the queue that gets built by another civ, you can finish yours out just like they can. Also, I can trade multiple trade good leases on goods I have built myself. olaf
Anyone? olaf
As of the 4/1/3 version of GalCiv, the bug where multiple GAs and tradegoods can be built still exists... Also, if you built a trade good you can lease it out to multiple civs. olaf
It does nothing for me. olaf
Grr no edit. I will say though, that after a few games, morale isnt really much of a problem for me as long as I avoid colonizing sub 15 planets and have a good social production queue in place. It can be a problem for systems I have conquered or otherwise absorbed. In these situtions I use propaganda, jettison the ungrateful bastards, or best of all stick them on a combat transport and send them to the front. olaf
This is a good post. The key here is that, regardless of whichever means exisst to combat flagging morale, the most effective is jettisoning people into oblivion. A colony ship is worlds cheaper in the long run than most of the morale boosting social improvements. Thats...silly. olaf
Where in the encyclopedia is the explanation you are referring to? olaf
This is a great game, I recommend it to any fan of TB strategy. olaf
Same here. I also notice that sometimes I can license trade goods I have built to more than one civ. That means the other civs probably can do the same thing. olaf