olaf73

olaf73

Joined Member # 634039
0 Posts 0 Replies 24 Reputation

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

8 Replies 403 Views

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

47 Replies 1,426 Views

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

8 Replies 403 Views

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

689 Replies 31,038 Views

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

57 Replies 1,488 Views

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

9 Replies 643 Views

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

4 Replies 305 Views

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

684 Replies 30,790 Views

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

40 Replies 6,330 Views

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

40 Replies 6,330 Views