Fogia

Fogia

Joined Last seen Member # 635317
0 Posts 0 Replies 73 Reputation

Fun and realism are two different things and sometimes they go in opposite directions. It might be more realistic to only have a vague idea of how to plan your economy, but I don't think it's more fun. GalCiv2 is a strategy game. In order to make good strategy I need good information, and right now I don't think we're getting it.

120 Replies 135,386 Views

Now, the marketing side of things here thinks it's not a good idea to put out two updates so soon after release. The rationale, which I think many of you will agree with, is that it sends a message to potential critics that would say "Oh, man, they had to put out 2 'patches' in the first week to get that thing good." Hopefully p

74 Replies 47,341 Views

Actually the formula cap floating around is CAP = 20 * (PQ+1)^3. Which gives the following : PQ 4 : pop cap is 2.500b PQ 5 : pop cap is 4.320b PQ 6 : pop cap is 6.860b PQ 8 : pop cap is 14.580b vs what I found from testing: PQ 4 : pop cap is 2.695b PQ 5 : pop cap is 4.483b PQ 6 : pop cap is 7.000b PQ 8 : pop cap is 14.700b So I guess it could be used but to which extend can it be truste

5 Replies 6,494 Views

I've run some quick tests during the little time I was able to play: PQ 4 : pop cap is 2.695b PQ 5 : pop cap is 4.483b PQ 6 : pop cap is 7.000b PQ 8 : pop cap is 14.700b This is considering you have enough farms to sustain that many people. Note that pop seems not to increase if moral is under 40% on the planet. So, for the original poster, if Mars has PQ 4 then it's normal. Edit: Just to strengthen the point, since you g

5 Replies 6,494 Views

There are too many people on the planet due to your military landing. Build a transport / colony ship and threw a bunch in space to fix the problem (you should leave something like 1 billion). ~SDC~

12 Replies 680 Views

I don't see why it would be a bug. If you think one route has the best revenue you should be able to focus on it. But on the other hand you lose the fact that you can trade with different civs (which is better to maintain peace with the whole galaxy). Also remember that routes increase revenues with the time so it is not always good to decide to focus on a new route because it will take time to reach the same level of revenue as the previous ones. And it is not always good to focus on a

3 Replies 162 Views

-AI can exceed range limit for colony ships Yeah I would like some enlightment on that one. Today, I started a new game with a giant map and the AI was able to build it's 2nd colony 10 SECTORS away from it's main and only planet. Then I was able to watch its colony ships moving freely between both of those. There was no starbase and no civ. did surrender to them. BUT, on the other hand, what is disturbing is if the AI was able to travel anywhere on the map why did it g

56 Replies 4,596 Views

My funniest war happened yesterday. Some civ was starting to piss me off cause they were owning several economic ressources. They had 6 start systems. So I gently built 6 terror stars since I was able to bank the 30.000 bc rather quickly. Then I wiped them out of the game over a single turn lauching one star attack per system at the same time. The funniest part is I had 0 military ships. Conclusion : don't mess with a civ that has cash. ~SDC~

29 Replies 1,087 Views

Nice job on the tech tree. It is so usefull. That said, I am a bit surprised there is no tech tree in-game, at least to sum up the previous research made having an overall view and to know whats coming the next step but more cleary. Cause the current system, without the help of player-made trees, is like driving blinded unless you know it by heart (which is kinda hard). Something like Civ3 or Ascendancy tech tree would have been nice. ~SDC~

73 Replies 2,972 Views

Well I wanted to have at least one game with everything mostly done (to see what is avaible in the game and make some tests). So I am at 90 % in achieving Military / Cultural / Scientific conquest in one game. The facts are I am the owner of something like 55 planets (average planet quality is something like 28) and most of them are completly crowded. I am not using any colony ship or transport. This said, the average morale is 80 % and I have a 80 % approval rating under Star Federatio

26 Replies 1,125 Views

Most of my wishes have been posted already, though I would like to take a stand on one : please make it so each planet has its own sliders so I can really customize my production for each of them. This is so fustrating to have to freeze most of your social production in your inner empire in order to be able to quickly build ships to face an agression at your borders, and at the opposite, it is so fustrating not to be able to focus on military productions because you still have planets t

689 Replies 24,563 Views

I would go for the F option (each planet with its own slider), maybe linked to the governor. Because, I am really dissapointed during warfare to have to put the war slider very high so my planets near frontiers can quickly build defense / attack ships to face the opponent, and in the meanwhile see my planets far from these events being developped slowly from a social point of view (while they need it) and wasting ressources either because they have nothing from a military point of view

205 Replies 12,664 Views

Well maybe it is old news or maybe I am crazy, but could someone explain me why the Earth we can see in the background in the main menu is in the wrong direction ? (we clearly see Italia in the bottom left corner but ) ;p

2 Replies 132 Views

Bumping this because I have exactly the same issue (using SCentral 0.99c.147). Badly I haven't the gc1.xml file thus SC wants to start all over the DL while it is installed and I can play. Here is part of the gc1.log file (the end actually) : Downloading: C:\Program Files\Stardock\SDCentral\temp\Base\Data\UP_Issues\SBAssistAllies01.UPISSU_ Result: Success Downloading: C:\Program Files\Stardock\SDCentral\temp\Base\Data\UP_Issues\SBAssistAllies02.UPISSU_ Res

8 Replies 329 Views