Top request: No additions to the game for at least a week so that you and your developers can catchup on sleep. :) Make the planet filter a dropdown so that I can use one click to go from sorting by Production to sorting, for example, by Plant Quality. How about a 'Find Planet' dialog box? The ability to lock the Economic Sliders. The ability to type in a value when loading Colony Ships and Transports. Filters for ships so that I can see *only* Constr
zergfest
Thanks for posting that Norin. I don't suppose you'd like to post the savegame as well? :)
Vorlin Varelse, I figured it out. The Stats->Society is showing an incorrect number of planets. I had well over 50 planets. But the race stat screen was only showing 21. With my top planet showing maintenance costs of 33, 33x21 is less than 800. But with 50 colonies, 33x50 could be 1500. (Of course, you don't build all improvements on all planets. So, a maintenance of 800+ for 50 planets is probably correct.) "Because in this game your production sliders (military/research/soci
Not sure if this is a bug. I was annihilating the Torians. When I gave them the peace treaty, they had 1900 credits in the bank. As part of the peace package, I was able to convince them to give me those 1900 credits for 20 turns. After that turn, they were at zero, then -1900, -3800. After 20 turns, they were 20 x 1900 in the hole or so.
In my current game, I have 21 colonies. Each colony has at most 27 BC in maintenance per turn. But I'm showing a maintenance of over 800. That would be an average of 40 BC per planet maintenance. I tried to disband a few colonies to try and track this down. But that's a very bad idea. When you disband multiple colonies, the game gets very, very confused. At one point, I could scroll through a list of more than 10 colonies. But the stats screen showed I had only four.
Please post this question over in the GC Mods section. That's where the "mod" experts hang out.
I would like it very much as well if I could just type in a precise value for my colony / transport ship loads.
Starbases aren't supposed to move. In one version of the game, starbases could move because of a bug relating to speed booster and/or speed reducers. (I once had a starbase that could move at speed 3...) Also, there was a bug that would let you move a starbase sitting on a resource and take the resource with you. I never saw that one. But it sure would be nice to have happen now that I have to pay a 5 BC maintenance per starbase. I'd move that starbase/resource into a system and add mil
It might be nice if the game would show the "boom" income separately so that you could be sure not to use the extra income to build buildings and ships that would have to be disbanded once the boom was over. As a general rule, during normal economic times, I think you might want to make sure your ship/building maintenance is less than half your spending--possibly less than one-third. I'm just a beginner. Does that sound like a good general rule, you folks playing the 'smart' A
I'm with you. The ability to lock sliders will be an awesome improvement to the UI.
Stacks of ships on autopilot to friendly or enemy planets will sometimes move onto the tile with the planet. During that turn, the playet may not be able to select the ships. It appears the player is given exactly one chance to submit a winning score to the MetaVerse. If this is the way you are going to do it, then it might be nice if this were documented. Otherwise, this is a bug.
The 5BC maintenance per starbase is definitely there. But it's not mentioned in the history file. I guess this type of change is not worth mentioning--sorta like changing if (a = b) to if (a==b) :)
Does the latest publicly available StarDock version have the 5BC per turn starbase maintenance cost? Is this mentioned anywhere in the history file?
I am having a much, much harder time of keeping my morale up. It *seems* to me like there is some morale vs. taxes change as well.
Automatic quoting for replying. Ability to edit your own posts. A much better search function.
http://webpages.charter.net/trevorpowdrell/
You cannot discuss adding multiplayer to Gal Civ because it will never happen. Instead, you can create a new topic that should be marked as "Off Topic". The title of that thread might be something like: OT: Writing from scratch a Gal Civ-like multiplayer game. Since you are talking about a completely different game than Gal Civ and are talking about writing it yourself, I'm not 100% sure that the forum moderators will let you keep the topic.
Thanks.
Thanks, y'all.
I played a Gigantic Map game over the weekend and experienced some extremely severe slowdowns. My CPU is a 1.33 Gig with 512 Megs of RAM. I found that exiting completely out of the game every thirty turns or so provided a significant performance boost. I also lost my autosavegame and the previous autosave a couple of times and had to replay 100 or more turns--very frustrating. I'm probably not going to play another Gigantic game for a while. :(
If you click 'Menu' and then 'Option', turn off the option that says: "Follow Human Ships" (or something similar.)
You should always, always, always be trying to increase your population by as much as possible because a larger population brings in more taxes in the long run. A morale level of 55% is, IMHO, a very bad morale level to aim for--at least, for your better planets. Instead, you should be aiming for constant population growth so long as your planets aren't growing so fast that their morale level vs. the current government doesn't result in their rebelling against you. Regarding the effect
In my two Sub-Normal games, I seemed to out-colonize the AI by a significant margin. When I started my first Normal game last night, the AI was doing a much, much better job of colonization. I tend to think that the AI might start using leases to get its first few colony ships at Normal. Any thoughts on that?
When it works to my advantage, I'll call it a feature. Today, it worked to my disadvantage. So, it's a bug. :)
The tax rate affects morale which in turn affects population growth. If you set your tax rate low enough, you can achieve 100% morale, and this will give you the best population growth. If you set your tax rate high enough, you will get such a low morale that your population will have negative growth. With the higher two governments, a low enough morale can cause your colonies to rebel and join another empire. Also, a low empire-wide morale can cause you to lose Senate elections. So, you must co