Za H

Za H

Joined Member # 634250
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There's also a bug whereby research that is supposed to be completed in "1 Month" (i.e. the turn after the next) will actually be completed "Next Month". This appears most often when you have some astronomical research bonus from resources. The game doesn't seem to handle the calculations correctly and may underestimate your research investment.

36 Replies 2,514 Views

New minor civs popping up in your empire are one of the best events you can possibly encounter next to free Rangers in the early game. Every minor civ can sustain up to 10 trade routes given the proper technology, and if they're all heading towards your planets, that could eventually add up to a couple thousand BC of extra income per turn depending how deep within your empire they reside. That, by the way, is something you can adjust by gifting them a planet in some corner of the map and conquer

20 Replies 1,152 Views

A compromise I have suggested before, and I don't know if anyone took notice, is to apply starbase bonuses to the entire value of the trade route in a proportional manner depending on how much of the route it actually affects. If we have a +50% starbase along side a trade route of 100 distance and affects 10 squares out of that, then it should apply a +5% bonus to the overall value of the route regardless of where the trade ship is actually located. To discourage players from stacking starbases

8 Replies 709 Views

Neither majors nor minors start with any free techs. The minors do poure their entire income into research early on since they don't have any pressure to expand though. They will purchase wonders and trade goods just like the majors and human player would too.

13 Replies 937 Views

The creative pick can occasinoally grant free techs I think, but there are too many techs being researched out of order for that to be a good explanation. I think what we need is the full log, just in case something has been missed. Don't forget that you can loot technologies from conquered planets too.

20 Replies 721 Views

Argh! Forum ate my post... it was full of useful information too :/ I'm too lazy to retype everything, so I'll make it quick. Trade ships travel with the same path finding algorithm as normal ships. There are two rules I have observed for them so far: 1): Always travel diagonally before moving vertically or horizontally. 2): If there is an obstacle, circle it in a counter-clockwise direction. The combination of these two rules means that a normal trade ship will tr

8 Replies 709 Views

I should calrify that when I wrote "cultural conquest", I was thinking of planets flipping in addition to the 90% influence cultural game win. Due to how sector influence is calculated and accumulated over time, planets are far more likely to flip through influence if you don't reload the game and reset it. If we take 500 influence difference as the minimium value where a saving throw for rebellion will be made, and look at a sector with 100 base human influence and 50 base Torian influ

36 Replies 2,514 Views

The current save/load mechanism of GalCiv is perhaps its greatest flaw. Not only does it add a layer of confusion and frustration to what is otherwise a fantastic game, it also limits strategic choices of the player and narrows his options considerably. This phenomenon stems from several bugs and questionable game designs. Some issues I would like to point out here are: * The research progress indicator bug forces players to save and reload their game every turn if they wish to minimize

36 Replies 2,514 Views

The Keynesian advice of spending your way out of a recession was given in the context of the Great Depression, which was a unique circumstance in itself. GalCiv recessions are random events more akin to external supply shocks that you really can't do much about. As far as the pricing struture goes, I don't think it's relevant at all. You can always regard BCs as a basic unit of production instead of some monetary unit too.

6 Replies 210 Views

It's the same drill except you aren't prompted to name the star system. Just move a colony ship toward the system and click on the planet you wish to colonize. If you built the colony ship at that system, clicking on an empty planet will colonize it with half the population in the system. In order to control the number of colonists, you can launch the colony ship first and send it back to the planet you want.

3 Replies 327 Views

The map grid is not visible from the F9 tactical view even if you zoom in close to the map though, which makes it difficult to coordinate precise ship movements through it.

5 Replies 384 Views

I don't think those trade ships are the limiting factor in game performance, seeing as how I have hundreds of constructors and AAMs traveling through space every turn. If the debug messages are accurate, the total ship count in my current game will be exceeding the one thousand mark in a couple of turns. As a compromise, why not allow us to upgrade existing trade routes and increase their value, as long as it is under the soft trade route limit?

7 Replies 421 Views

The AIs can purchase wonders and trade goods just like human players, and they will do so aggressively on higher levels. In fact, they will even modify their behavior based on player actions. If you approach an AI and obtain Advanced Trade from them before the Galactic Stock Exchange has been built for example, they are very likely to purchase that wonder on the immediate turn as a denial tactic. The only problem here is that human-AI diplomatic trades can be very difficult to pull off

10 Replies 672 Views

Just be careful about players purchasing AI constructors that just arrived at a resource. The AI has a habit of waiting for a second constructor before it will build a starbase, supposedly for a quick defense upgrade I think.

6 Replies 347 Views