No - the best ranking wouldn't go to whoever won the most gigantic masochistic - not if you choose the score table properly. The score table should be set so that players of equal ability, playing at the same difficulty, earn the same overall ranking, provided they play the same amount of time. A larger map does have to be worth more, because it takes longer to complete the game. There is a score table where you aren't restricted to a specific game setup if you want to maximize your r
fsk5809
In 1.04, it's "galciv.exe w" *NOT* "galciv.exe -w" In fact, this has confused so many people that the developers should probably just make both work.
But isn't rare harder than abundant on gigantic maps? The AI "free stellar cartography" ability is worth a lot more on rare than it's worth on abundant. I'm just saying that players shouldn't be score-penalized for choosing rare. The only factor that makes rare easier is that you can get a military win quicker, since there are fewer planets to conquer. [Message Edited]
I had a very interesting experience with +25 luck today. However, the luck didn't work in my favor. I was playing tiny/rare/intelligent. Each race had 2-3 planets. The Drengin, who were in first, had 2 planets in 2 different systems, with 4 useless planets in each of those systems. The Drengin got the "all unihabited planets within 2 sectors get their PQ raised by 14" event. That's right, the Drengin now had *EIGHT* PQ 20 planets that they had exclusive colonization rights to. I m
I was also thinking that it would be good to have a "target" score for each combination of difficulty and map size. I think the developers already have a rough idea of the target score. Some variation should be allowed, using the factors that are currently used. Deviations that are "too far" from the target score (above or below) should be penalized in the same way that taxes more than 4xPQ are penalized. I realized today that, because population is factored into score, "rare" games
I heard a rumor that there's a fleet defense bonus in the current version. Has anybody figured out how big the bonus is?
To Drizzt_DoUrden: The terrorists trashing your homeworld is one of the abilities of a terrorist minor civ. They can just magically turn your homeworld into class 10. The event text says that you will get your PQ back when the terrorist minor civ is eliminated, but that didn't happen in the game. This was an older version. Now, I don't let new minor civs live very long. There's no way to find out if they're terrorists until you eliminate them or get attacked. When the new
Are you sure that wonders are conquerable? In one game, I invaded the planet that had built Eyes of the Universe and I didn't get the sensor range boost. Has anyone else performed that experiment? It wouldn't be hard to repeat the experiment on tiny/rare/normal. Capitals are conquerable, but I don't think wonders are.
I think kryofx means capitals, not wonders. It makes sense for wonders. I mean the FIRST Galactic Exhibition is a big deal. Who cares about the second Galactic Exhibition? I remember one time when the terrorist minor civ trashed Earth to class 10, where I had built all my capitals.
Add to 3.2.1 another benefit of giving tech to weak races: - When they surrender, they are more likely to surrender to you.
I was wondering what's preventing you from infringing on the "trade good patent"? If you're at war with someone, why should you respect their patents? Maybe you should be allowed to infringe on "trade good monopolies" if you withdraw from UP?
This is called the "osciallation" strategy, which has been described in detail elsewhere. Benefits: - Eliminate loss due to rounding. - Eliminate production in excess of what completes the project. - Getting a ship in 3 turns and then a tech in 3 turns is better than getting both in 6 turns. Cons: - The research screen does not accurately portray "turns left". It is rumored to have a small random factor.
I see now - I didn't read every post in that thread; I just looked for T-Man's first description. There still needs to be some way to eliminate poor scores from your overall rating. Someone who plays 5 months, stops, and then plays another month should not be at a disadvantage compared to someone who just stared and has been playing for a month.
>@David Chong: >WTF! 3.6k Score for winning on Cakewalk Difficulty on a tiny map It appears that the bonus for a fast win is more than the bonus for a harder difficulty. Getting a quick military win on cakewalk isn't that hard.
What really should happen is that, if you click on a ship that had autopilot, there should be a "restore previous autopilot destination" button. Sometimes, I try to count out the correct # of constructors I need to send to fully upgrade a starbase. There, it is important to remember the destination.
When I read T-Man's post, I had a different understanding. He said that your old scores decay ONLY IF you aren't an active player. If you remain active, your older scores don't decay. Are you sure that old scores always decay?
In Sid Meier's Alpha Centauri, any production in excess of what completes the project is carried over to the next turn, up to 10 units. It would really be nice to see such a feature in GalCiv. It seems like people are micromanaging their sliders so that they "just finish" projects on their key planets, so there isn't wasted resources.
Another point: weapons and defense upgrades are immediately given to each ship in your fleet, when you get a +attack or +defense tech. Why shouldn't that also happen for max HPs. The bottom line: The "my ships suddenly started sparking" topic comes up often, and it confuses new players. It took me several games and reading the forums before I realized what was happening.
I got it - the type of happy face indicates post count. Does that sound right?
What does the little happy face mean? The "legend" section of the metaverse needs to be expanded for all the new icons.
ALI.ST says: You describe what it should be like but not what it really is! As I said: I took 8k for 1 turn, what should mean 8k now, 8k in the next month, totaling to 16k... But it did in fact only cost the 8k now. This is easyly reproduceable and indeed an exploit! == I did not know that! I'll have to check this out. I guess when I buy from now on, it'll be for 1 turns. When I sell, it'll be 0 or 50 turns.
But the user should not be given the illusion that his ships are damaged while they heal to their new max HP.
I consider this to be a bug. When you get a tech that increases your ship max HPs (or tri-strontium steel), your ships' current hitpoints are not changed. Your ships are displayed as damaged until they heal to their new max HPs. That's why your ships start "sparking" all of a sudden - you got a tech that increased your max HPs, and your ships haven't healed to their new limit yet. Really what should happen is that your ships should retain their % damage when you get a max HP
If you play in windowed mode the screen resolution matters. I set my monitor to 1600x1200 so I have room for my notepad file. Maybe that's your solution: play in windowed mode.
Staffa: You play tiny/abundant? I was sure you played tiny/rare. With tiny/rare, if you Ctrl-N for for a 2+ planet start, you get a huge leg up on the AIs that start with only 1 planet. I would think that starting with 3 planets would counter the inherent advantage the AI gets at Masochistic. (However, I'm still working my way back up to Intelligent, after upgrading to 1.04.)