IztokBitenc

IztokBitenc

Joined Member # 634240
0 Posts 46 Replies 16,214 Reputation

Hi! 2) Sometimes completed ships and empty planet queue icons fly by on the right side of the screen (top to bottom) even when on the planet/ship design/colony management screen. Which is an indication that #3 below is happening. I noticed that in 1.1. I just played a quick miniature gamewith the new 1.11 - a duel with Drengin in tin

25 Replies 24,026 Views

Hi! IMO tech trading as it is currently is OK. If I'm a superpower, they don't sell me weapons tech and related stuff. I also noted they share only a small amount of techs, and some obviously never. The "random" trade is also less frequent, at least from what I can see in debug.err. Only at seme rare times I say bad words about that damn AI that sells tech for a tech, where I had to pay the same tech with 10 of mine. I admit I do misuse tech trading to some extent. I let the AI r

21 Replies 14,075 Views

Hi! speed +1 ? What's that good for? Research one level in prop, an you get room for an additional engine on colonizer. BR, Iztok

11 Replies 8,990 Views

Hi! I have lots of PBEM multiplayer experience in 4x games. I can tell you all you wrote down sounds good "per se", but if Stardock implements your ideas, the game will be no more fun, but frustrating! Let me explain that with a gameplay example. Your first neighbour is Drengin, and he's constantly atacking you. The second neighbour is Drath, that tries to take your planets with the influence. On the other side of the universe are Humans, that (being not at war) pursue technolo

84 Replies 37,449 Views

Hi! My prevous game was in large uni, common everything, 9 AIs on masochistic, no randomization. You'd need to see how fast was the attack of my southern neighbour Drengin, when they declared war on me, to belive they weren't played by a live player. Timeframe: mid.game - weapons at attack ~3-4, warp drive+, ~25 logistic,~40 miniaturization, large hull available. Turn x: war declaration. Turn x+1: two fleets of 6 FFs (mass attack 15, speed 10) and some lone FFs e

50 Replies 29,945 Views

Hi! Someone else on forums discovered that bonus you get with moral buildings is not added to the base approval, but is a bonus multiplied by rating of 100 modified with population penalty. Now that would explain why on my big planet with 21B pop I only got 50% and 60% increases from "natural" abilities and from buildings, but on a class 5 one w

19 Replies 4,734 Views

Hi! but if you play on gigantic maps with abundant everything its quite worth it to have some 50+ billion people planets I see the point. I tried the gigantic map once. Tried, and ran away scared to death. It was soooo big . The minimap was pointless

19 Replies 4,734 Views

Hi! There is a morale cap at 27bil, Negative morale from pop seems to be capped at -80%. Iztok, build more farms. Thanks for the advice, but I don't have te patience to sit and wait fo

19 Replies 4,734 Views

Hi! then going to the planet Tiles and deleting unwanted improvements next I don't recommend that. When upgrading, some resources (used to build an existing building) will be transfered to the new building, so it will be finished faster. BR, Iztok

3 Replies 1,802 Views

Hi! later in the game, getting a new colony up and running takes ages unless you got cash Yep. You need to focus to social production, and to buy the first factory. Then, after few turns, while the planet is building the second, you come back and buy it for much lower cost. Only after that you can leave it alone, but if it is large, you better b

2 Replies 3,156 Views

Hi! Extreme Entertainment - Bad early, useful later ... Zero G Sports Arena - Bad, exempt for Gravity Accelerators ... Virtual Reality Center - Very bad It's even worse with those high-tech morale buildings. The increases they provide are summed up, and then taken to 0.8 power. After that one Extreme Entertainment gives only

38 Replies 21,059 Views

Hi! A strange things are going on with approval. My race mines two morale resources (37% bonus from each), has researched all approval/morale techs, has 2 wonders (+35% bonus), so the statistics says it has morale ability over 160%. That's nice, I could tax my pop at 69% and still have ALL planets at 100%. Well, not all . One class 20 planet had big problems. I've put there a farm on a +300% food tile, and the pop there has grown over 20B. On that planet only I had approva

19 Replies 4,734 Views

Hi! size 4 planet, only thing it is good for is: one farm, one econ building, one moral building I disagree. The class 4 planets will not grow more than 2.56B pop, so a farm is a waste (until very late game, when you have lots of surplus pop and no place to put them on). My way to go with those tiny planets (class 3, 4, 5 and 6)

10 Replies 6,255 Views

Hi! I'm proposing to change the handling of excess production so that it's carried over to the next ship, building, or tech That lost production is carried over from the GalCiv1. Many of us were asking for that to change many times in GalCiv2. I don't remember geting even an ansver from developers about those requests and suggestions. <img src=

36 Replies 20,482 Views

Hi! Just a quick observation from one of my previous 1.1 beta games. It was in large uni, with low amount of habitable planets - about 4-6 per player. I can tell you that upgrading two influence resource was a heavy waste of resources. Planets were so far apart, that even with ~70% ponus on influence mine didn't spread enouth to even touch theirs. So if you want to decrease the influence pressure, play in less habitable universes. However I agree with the option to

17 Replies 9,950 Views

Hi! I couldn't find more suitable place for full 1.1 glitch report. Game version v1.1 last updated on: Mon Apr 24 19:03:49 2006 1) When upgrading a mining or econ starbase are icons on pop-up window for the econ/mining options the same as for military upgrades. 2) When a planet isn't producing anything social and I click focus on the military I got significantly more military production than I should. Probably the redirected social production is counted twice.<br/

350 Replies 163,353 Views

Hi! I'm usually playing games on crippling and masochistic. However there is currently a BIG difference in difficulty between these two adjacent levels. While I find the crippling with 25% AI bonus quite easy, is the masochistic AI with 200%+ a serious work, almost no fun anymore. Since there are three levels above crippling , could you consider nerfing the masochistic level somewhat? Maybe only giving it about a half of the bonus AIs got now. BR

46 Replies 21,528 Views

Hi! I've won my seventh straight game on Suicidal. If I turned off tech trading I would get destroyed hard, fast, and early. It makes that big of a difference. What I found on Suicidal was that I had no hope whatsoever of keeping up technologically. In fact I don't even build research centers anymore and the only thing I ever research is the translator. (Until

8 Replies 8,660 Views

Hi! This is not exactly correct. Since 10% economy bonus is more flexible than 10% (20%/2) research free! With the same econ bonus i can use it for social/military/research. More flexibility. Heh, seems you're right. In my recent crippling game

29 Replies 10,412 Views