Controle du senat: Si tu as le controle, tu as le bonus de ton parti politique. Si tu le perds, tu as un malus a la place. Par exemple si tu prends les technologistes, tu as +20% en recherche si tu controles le senat et -20% (ou 40 enfin moins quelquechose) si tu perds une election. En outre, si tu controles le senat, tu peux entrer en guerre avec qui tu veux. Sinon, ils peuvent refuser (mais tu peux ruser en offrant la guerre contre ceux que tu veux a une tierce partie dans l'ecran de diplo
LDiCesare
I think what people really want is diminishing returns: First starbase in a sector gives 100% effect, second 50%, third 33%, fourth 25%, etc.
brasscorpion: Cash comes from population as you saw, so you need a big population. In order to get that you need a big morale, so you will want to set the tax slider so that you are right at 100% morale. You get better morale on high-PQ planets, so settle these if you can. Planets less than 15 PQ have a poor morale. Planets less than 13PQ actually cost money so don't settle these. Planets with 16+PQ give you bonus cash whatever the population. You want to build only those improveme
Spending a lot of research is not enough to get a lot of techs. The most important thing in my opinion is to but techs from the aliens (usually in a tech exchange). It's also important to switch research to a high-cost teh before your survey ship enters an anomaly which may boost your research. You can switch back afterwards.
[quote] We've never been flamed for not taking this into consideration but we should have. [/quote] WHAT! No logistics in Galciv? Stardock ***s and you are a *** ***! As a result of this, Galciv is a ***ing game. That's it, you've been flamed now. Feeling better? [quote]I mean really, how would humanity possibly know how to manage all these diffrent planets?[/quote] Do we even know how to manage one? My idea stemmed from Call To Power 2. A game which would
More micromanagement to me. I'd rather not have this. Mu colonies can always crank constructors or start working on an avatar they'll never complete, or even do nothing. I don't need additional stuff in the military queue.
Ou ecris le en francais en plus de l'anglais. Tout les francophones ne sont pas dans l'European Alliance. Le senat propose des votes une fois de temps en temps, tu ne controles pas l'ordre du jour ni quand cela arrive. Je n'ai rien compris a la partie sur le suicide de races. Que veux-tu dire?
I wish there was a good defender ship in the capital ship age. Something which can't move but can defend against an AMM. Right now I build almost only AMMs because the other ships are expensive, destroyed easily with one or two AMMs and there is little reason to build big expensive ships when all you need is transports and missiles. Can we get an ship with a defense bonus against missiles?
[quote]I have never observed a Maso AI with bonus range.[/quote] Ray is right. I once modded the range of colony ships to 0, and the ai happily left their home sectors on a tiny maso immediately. Thus they get the bonus from the beginning, and on crippling too.
Stacking is broken in my opinion. It's been abused to make ship catapults, culture bombs, super trade sectors. The ai is unable to cope with these things, so they should be banned. I voted no despite the fact that I think +military could be allowed. Are there many people who use lots of military starbases?
Vincible's right. The ebbs in the curve are the reloads. If you play one game straight without saving you won't see these peaks and valleys. There are also events that can vastly increase or decrease one's influence. Also, taking over a planet has an impact, so some of the jumps should map to planetary conquests.
[quote]we aren't willing to compromise the single player experience one iota for multiplayer.[/quote] Thanks for that. How about slowing down the early colony ship rush? Logistics for number of planets? This one would be fun: You'd have to learn logistics before you invade too many worlds, or get production/morale penalties for every world beyond your optimum number of planets. You could tie this penalty to government: An imperial government is not productive, but has s
There used to be a bug where ai colony ships bypassed the range. I supposed you checked the range through espionage. A starbase can make a difference. I sometimes believe starbases should not extend range. Either that or the ai should be able to use them purposefully in order to extend its range.
Funamentalists don't seem to have any relation to morale, though they have a relation to your morals/ethics.
[quote]But the main thing that really bugs me about GalCiv warfare at the moment is that the only way to take a star system by force at the moment is complete genocide. The entire population are treated as soldiers! I would like to be able to take over a planet and enslave its workforce. Sure there will be civilian casualties in any war, so depending on the invasion method, a certain percentage would die. [/quote] This is false. You can use an invasion tactics which turns a certain
[quote] I have a lot of trade goods that I haven't traded to the majors, hoping to be able to trade for (or be offered) big military techs.[/quote] In my experience, I never saw an ai initiate a trade for something else than tech. They never proposed me anything against a TG in an ai-initiated trade. Though they'll gladly buy 3 of my TG against one of their own if I propose that (and have a good enough diplomacy rating) :(. As for the way to go, I agree that Alliance should wor
'Realistic' I doubt it. "I give you a freighter of my own goods so you can sell them to me and this produces an additional income for me" is not realistic. "I give you X bc/turn" is more realistic. The whole giving freighters thing is not realistic at all. Still, given the game mechanisms, the ai should exploit this.
It depends on how they've been coded. If the ai gives orders to freighters right after the freighters have been produced and not when they are idle, idle freighters will never receive any order.
JordanVmp, I disagree. What I suggest means that expansion will be slower, but the human player can still use tricks, like using a constructor to extend range, which the ai doesn't think of. Furthermore, if we think galciv2, the ai may not need the massive research etc. bonus it has on maso to be competitive. The idea would be to provide different tech choices. Currently, all the ai have more or less the same tech strat, which is then exploited by humans who research the other techs. Hav
[i]There are many stats like crime, but I've no idea what their effect is, nor whether this is documented.[/i] [Message Edited]
dracko81, on small/tiny maps you can forgo diplomacy and beat the ai through alpha strikes, but it gets harder on bigger maps.
[quote]LDiCesare: did you play Gal Civ when it had a delete save game dialog? If yes, was that useful to you? [/quote] Yes I used it. I miss it a lot.
Put spendings on 0 for one turn and then rushbuy?
I do about the same as Ray. Also, you an use the governors to swithc production from one ship to another on all your planets (like switch all planets building battleaxes to frigates).
Slower colonisation. Make colony ship range and speed more limited in the early game and make them require a lot of techs to increase.