If it was a snake it woud probably bite me, but I can't see the email addy to upload the completed game to, care to post that? Or point to where I missed it? :) Nice job getting this started, btw.
Vorlin Varelse
Just going to bump this puppy, some of these sites are lifesavers for anyone starting GalCiv (hell, I use JavaScout's site constantly even after 23 or so games).
A quick and easy way to test things is to use a small or medium size galaxy, set the abundance to 'rare', and make sure you start with a fairly common planet size (so that when you make new games for comparison you can ctrl-N to the same size again fairly quickly). The tricky part is being patient enough to take the time to make sure you are doing an apples-to-apples comparison. It's easy for a bonus to sneak its way into the mix and mess everything up. I had to restart one of my tests, for i
They are going to normalize all the scores on the metaverse, this has been said many times by Brad, my guess is that they are waiting for a 'final' scoring algo before doing so. I agree that something seems wrong, at first I thought it was just game version compatibility problems, but it appears that that's not the issue. And if I recall right (I'm not positive on this) Brad posted somewhere that scores should be -higher- in 1.04, so I'm thinking there is something wrong somewhere in t
He stated in his post that he started with one version then finished with another, that is almost certainly what caused the incorrect score. A good rule of thumb is to never update your version until you've finished any games in progress. And that goes for all games, not just GalCiv.
Once the AIs get dreadnaught tech most of their planets will be set to produce them, so it doesn't take a lot of money as a rule for them to buy the remaining production for emergencies like the one described. I've seen the AI rush-buy ships to defend a stripped planet many times.
Then you shouldn't feel insulted at all. *ruffle* Get a decent name, because with the one you have combined with the ignorance in your posts screams 'troll' to the world.
Here's some data I gathered with 1.035 a couple of days back. Test planets were 19 in size, both had soil enhancement and habitat improvement along with entertainment network, then were allowed to max their population. Tax rate was set at 40%. The goal of the test was to see how a pure economic bonus set of racial traits compared with +production/+research bonuses. I was curious because with a better economy you can set your sliders higher, would that compensate for having less +bonus to tho
I haven't tried it yet, I figure it will probably be so addicting that if I ever do I won't want to go back (sort of like +15 PQ was, which I also pretty much avoided), so I'm staying away from it. I'd be interested to know what percentage of wins at masochistic involve a +speed bonus for a racial trait. Grabbing planets as fast as possible would be crucial to success at that level, I would think.
Are you evil? The Torians and Altarians tend to be good, and thus are a real problem for evil humans when they ally (and they tend to ally most every game at Normal difficulty and higher from what I've seen). You can't really do a 'live and let live' with them because you just don't have enough trade to keep both happy, and whoever isn't happy is going to declare war and bring their partner with them the next turn. In this situation you need to be decisive in going for a victory: military, t
Gravity accelerator, I play gigantic galaxies and it's just too important not to get. I buy it as soon as the chance comes up, if I miss it then I do what I have to do to aquire it.
You can also get big fluctuations in trading income as the trade ships move into and out of sectors that have a starbase with +trade income modules.
The best way to get unique planets is to go the evil route. You'll end up with a tech world and a production world from bonuses, and your economy world will be your largest PQ world. On your production world you build all the unique +production buildings (or until it's maxxed) until you can crank out a wonder in 2-5 turns by mid-late game. So I can't see any validity to the 'all my worlds are the same' argument, because mine aren't. Nor are all of equal value by any means, not only d
Smaller maps are definitely less forgiving, simply because there is less of everything: fewer good systems, fewer resources, and less space between you and your opponents. A little bad luck in the beginning can really put you into a deep hole on a small map.
At the start I ship 50% of each planet's population with each colony ship. That gives me lots of planets building colony ships (until they reach 100-150 million, then I switch them to constructors) and keeps morale at 100% all through my empire for fast growth. I can't say this is the best way to boom, but it definitely works for me. It tends to keep you ahead on the morale issue for the whole game, each time your planets start getting near 50% a new +morale tech/building/resource kicks in.<b
I can say one thing with absolute certainty: I've never played any game anywhere at any time that had a ranking system where a good-sized percentage of the people involved didn't think the scoring method sucked. PK-muds, turn-based strategy, real-time strategy, figure skating, game review scores, movie reviews, anytime you find a ranking system you find a lot of people who'll hate it. I think the metaverse could be improved, but I also know that no matter how they arrange it you'll
I'll get to yours, Duglis, I'm just a little slow right now. Busy in real life, which is why my metaverse submissions have died out. Ah well, maybe after a few more days I can get back into it. :)
I found using the 'systems out of range' as an example of what GalCiv doesn't have to be amusing, as this is almost always a minor and often a major issue in any given game. I swear that 'One sector too far' seems to be my life sometimes. :) I think you just haven't played the game enough to see where strategy counts, you are in that early stage where you are trying to use strategies from other games. Nothing wrong with that, gotta start somewhere, but GalCiv has a lot of individuali
I've installed the Smuggling tech, the Courage anomaly, and all the event mods by Nephrinn, and all those worked fine for me (including allowing metaverse submissions). Nephrinn's events are all nicely balanced, and the artwork for them is extremely well done.
The following are a list of number of 1000 point games submitted, to the right of that is the metaverse score: 1 1000 2 1414 5 2236 10 3162 20 4472 So you can see that the metaverse does reward volume of play. That's not right or wrong in and of itself, what you value on a scoring list is purely subjective. I think what the metaverse needs (as I mentioned in another post) is more sort criteria. That way people could sort it according to what they considered t
BTW, production is related to spending which is related to income which would be effected by any production->cash scheme, so my original issue wasn't wrong, it was just unnecessary.
You're right, if nothing is done with the production one way or the other (it isn't subtracted for nothing, nor is it turned into anything else, and this is done before modifications by anything) then it is balanced because you don't have anything you didn't have anyway. I was looking at it from a post-production enhanced value because of the emphasis in -doing- something with that value which screws everything up because post-production enhancement is much greater than the original value (beca
The 'pedia and tech improvements are coming in the expansion I believe (with hyperlinks like SMAC has if I understand it right). I'd rather see the metaverse broken down into a list for each galaxy size, though that might be a bit cumbersome. The reason is that putting all the sizes together is an apples/oranges kind of thing: the strategies used to win on 'gigantic' aren't anywhere close to those used on 'tiny', so why lump the two together? Also having them broken into various size
Superconstructors are a tech-given ship like most other ships, and aren't there for the early game, they are a late-game item specifically for when too-fast production of regular constructors becomes a major problem. Anyone who's ever played a gigantic galaxy where you had 15-20 constructors popping out every single turn can appreciate the concept. :)
I'm betting the 'fixed starship move calculation' stops the deal where if you had 6 range left but enemy was 7 away you could click to attack him and you'd get that attack after moving 6 (instead of being out of moves before attacking). Anyone confirm that? Looks like a good patch, looking forward to when it comes to 'regular' SDC for download. :)