Franco fx

Franco fx

Joined Member # 642180
37 Posts 377 Replies 21,468 Reputation

The minors are an exploit imo. Their behavior and trading is downright weird. They need some serious tweaking. They should be flippable as they once were. After all, in a real universe they would be the most likely to succumb to culture. They should have penalties applied that would apply to real minor civs but still allowed to expand somewhat. They are currently trading whores for everyone and cannon fodder for agressive players.

31 Replies 11,340 Views

[quote]Mars is too light to hold an Earth temperature atmosphere for any apperciable length of time[/quote] I don't doubt that you are correct, the problem is one of filling a leaking container. However, I read somewhere that if you could instantly pump the moon up to 1 eartn atmosphere, it would remain breathable for about 2000 years, (I didn't do the math). That's long enough to be useful in people years, but in cosmic terms it is a moment. I don't recall the number for Mars but I bel

41 Replies 52,326 Views

You could theoretically overcome all the limitations with time and tech but those limitations certainly apply to any planet that would be logically terraformed by a civilization less than 3 on the K scale. A type 3 civilization could choose planets based on desired location and make it any way they wanted it, but why waste the energy, just move a more suitable planet where you want it to be. :) In the foreseeable future (probably thousands of years) the primary requirement for terrafor

41 Replies 52,326 Views

[quote]The square-cube law says otherwise.[/quote] Good point, being tiny and buglike would be the more effective way, but immense strength relative to size would be helpful. Then, I have never read that the Drath are immensely strong just dragonlike. :)

40 Replies 10,421 Views

Heavy Gravity could also be a problem. It is not reasonable to assume that the entire population of robots would have the strength to survive on a HG planet. They would probably have a more finite top end strength than humans. You could make a case for the huge dragonlike Drath being okay for HG worlds

40 Replies 10,421 Views

[quote]My other question though holds a great deal of relevance still, what will be introduced into DA 2.0 from TA, if anything at all?[/quote] It does seem that some of the new things from TA could be patched into DA. That is probably your only hope. I doubt you will ever see the toggle you want

21 Replies 13,885 Views

[quote]Question: Would it be difficult to add in a slider for the ship maintenance at the beginning of the game where you select research speed galaxy size ect? I had enjoyed the last betas economy a great deal, and my friends that played it did as well. I understand the new maintenance costs make it more challenging but some of us love just having a mass of ships in a nice quiet corner of the galaxy map [/quote] It would seem logical to tie maintenance to difficulty level. Zero m

45 Replies 77,783 Views

I love it. I had become bored with DL and DA and hadn't played in a couple of months. TA has reinvigorated me for the game. I have had success playing with all the new trees and my greatest fear is that the future tweaks will change the game too much. Late tweaks to previous releases were not always good imo and reduced my enjoyment in some cases

21 Replies 13,885 Views

[quote]I mentioned I'd played this and previous iterations of GalCiv for years [/quote] Yet you are playing at beginner level. There is nothing wrong with that but if you are doing it as a relaxing distraction, you should be able to overcome the event at that level. If that is your best level there is also nothing wrong with that but anyone who tops out at beginner after several years should turn off the mega events. To be honest, If I anticipate a tough game I will turn them o

38 Replies 26,861 Views

I kind of agree with the slowing down of tech. While I have not played a game with really slow tech it sounds intriguing. The only fly in the ointment with the new TA beta is that new economy techs are critical to surviving. They would need to either change the economy for slow tech games or make the econ techs much cheaper. I guess what I would really like to see is a very slow weapons tech option with the rest unchanged. The idea of huge hulls bristling with particle beam w

14 Replies 9,271 Views

[quote]It would be nice to have some ability to tell a civ to remove the SBs in my territory or else; as it is, I have no ability to explain to them why I'm about to nuke them back into the stone age. [/quote] You do in a way. You can demand that they gift you the base and declare war if they don't. Not much different from what they do. They may tell you to pound sand but you might tell them the same if the shoe was on the other foot. If you want to stop short of war, you could embargo

16 Replies 4,329 Views

[quote]Could it be that Stardock misjudged the popularity of this aspect of the game? [/quote] I doubt it. Even if well over 50% care nothing for ship designing the minority percentage is probably large enough to justify the feature. I could be wrong, but I suspect the responses to this thread are not representative of the overall popularity of the feature.

40 Replies 16,339 Views

I haven't noticed that much influence sb spamming by the majors but yes on the minors. In my games the majors seldom build influence bases in my territory but the sure build a bunch of econ sb. Are you building influence bases in their space? I don't and they seem to reciprocate.

16 Replies 4,329 Views

[quote]This victory condition should be disabled for the Terrans, when playing against the Thalans. [/quote] Man!, the first building available to the Thalans is for influence. There should be no problem holding off the Terrans or anyone else from culture bombing. Also you should check your mini-map it should give you ample warning of a culture victory. When you see over 75% of the map turn blue you must declare war (they can't win a culture victory if anyone is at war with the

22 Replies 17,954 Views

[quote]that still doesn't mean the fast colonizer is worthless[/quote] No doubt about it. Nothing ticks me off worse than losing the race for a 20+ planet or a resource mine. Getting there first is cheap at almost any price

37 Replies 13,095 Views

[quote]Unfortunately, the above is not necessarily really true.[/quote] Interesting, I had never paid a lot of attention to the increased maintenance due to the short life of the ships. There may be a sweet point with more speed that will cost less than the basic. For instance, the ion ship is no change for colony and 8 vs 7 for a builder. The cost jumps dramatically with the impulse drive.

37 Replies 13,095 Views

[quote]I'd love to be able to re-create "natural dislikes" between factions...Gaians/Morgans...University/Believers...Spartans/Peacekeepers...if that's even possible.[/quote] Too bad we can't ajust the agressiveness slider individually between races. It seems as though that would be doable.

38 Replies 22,041 Views

Definitely needs some tweeking. It is managable but it requires too much game tweeking to maximize income. It is difficult to play around with abilities, politics and some of the races because of income concerns. Economy is obviously less a problem for the Terrans in the early game when it is easy to get in deep financial do-do Ships like freighters and constructors should not have maintenance because they are probably privately owned. Colonizers would also conceivably be private enterp

37 Replies 13,095 Views

let the system place compontents?? Life without symmetry is hollow. I could never allow the system to place a component and it be placed in a way that no sentient species would choose. :) I also stay in strategic mode most of the time but I know how the ships look. I get a big kick out of the ship designing but it is almost like a separate thing from the game playing.

40 Replies 16,339 Views

[quote]Well, federalists doesn't give you starting cash. Yes, 0 is less than 100. On the other hand, Federalists will effect how much money you make. You make 20% more from taxes, which will matter more the higher tax rate you support.[/quote] I understand that the federalist effect will be greater later in the game but the tourism income has become serious enough to make me wonder if the federalist effect would ever catch up with the tourism generated by the pacifist effect. I

31 Replies 11,340 Views

[quote]AIs can talk and trade WITHOUT having UT[/quote] I have wondered about that. I suppose that they can trade with you since you have the tech but perhaps not with the other races that do not. I wonder if anyone has ever tried never researching UT? Would the AI ever research it themselves and offer it to you? I have met other races that have either researched the tech or got it from someone else. Playing with tech trading turned off makes talking to the AI less im

6 Replies 7,121 Views

[quote]I picked Economics on Master and choose Federalist for my government, so I was expecting an economy to come together sooner in the game. [/quote] I have found that the federalists kill your tourism income compared to some other politics. Try pacifist, it makes a huge difference for me. The differnce in starting income is like less tha 100bc with federalists and up to 190bc with pacifists

31 Replies 11,340 Views