The problem is not that you should be able to delete your scores. The problem is that a bad score should never count against you. The point of the metaverse was to encourage people to submit their savegames, so GalCiv can be improved. However, the scoring formula means that you can be penalized for submitting a bad score. The current metaverse system violates an important principle: A player should *NEVER* be penalized for submitting a result. In the worst case scenario, a b
fsk5809
TWEAKS: - new home colony is assigned when ship is traded - home stars get re-assigned when ships are traded Does this mean that if I have a shipyard on my planet, and I trade a ship, then the shipyard bonus is lost?
I had a crash (CTD) at the same point in the 1.03 windowed mode. I haven't tried the 1.04 version yet.
LDiCesare says: >Why do I get scouts on tiny/rare? The answer is that I need to grab as many anomalies as possible; an anomaly ship will buy me a few extra turns before tribute demands start. I set my survey ship to auto-survey, and use my scout ships both to discover the AIs and to discover new anomalies. I need to have all AIs discovered by the turn I get diplomacy, so I can immediately sell Aphrodesiac for more than the lease downpayment. Also note that research
I also found that AI alignment matters a lot on tiny/rare. If the AIs are all good, you can get a peaceful game. If the AIs are all evil, there will be many wars. Also notice that on tiny/rare, you will never get a colonization event unless you get 3 15+ planets in your starting sector (unless you want to waste colony ships colonizing poor planets) (you never get a colonization event on your first colony, a feature that probably should be disabled for tiny/rare). So, your only opport
The binary is galcivw.exe, not galciv.exe. The rumor is that in a future version, there will be only one exe, but it will be a command-line option.
Tiny/Rare is my favorite combination. I really like being able to play an entire game in 2 hours. However, I've only worked my way up to Intelligent difficulty. The metaverse does not really reward play on tiny/rare, but I decided to submit all my scores anyway (even my losses). I pick +3 trade routes and luck. I pick the mercantile party, but I change this from game to game. I ctrl-N until I get at least two 15+ planets in my home sector (earth plus one other). I know thi
If you finish a game while your Internet connection is down or Drengin.net is down, GalCiv should say "Do you want to save this result and submit it later?" Then, next time you restart, you should be prompted "Do you want to submit these results? Save them? Delete them?" I was surprised to see this was not the default behavior. I save my games just before the end, in case there's a submission problem.
People are actually reading and citing my posts! I was in grad school for 3 years and nobody ever read anything I wrote. The 3 sliders are your "base production". Your base production is determined by planet quality and population. You use your military/social/research slider to decide how your base production is allocated, rounding down. Then, you use your overall spending slider (below your tax bar) to decide what level you're funding. Then, bonuses are added to each individual c
Maybe the space sharks should have power based on the overall tech level when they first appear? New minor civs tend to get "up-to-date" tech. Why shouldn't space sharks get the same benefit? At the stage of the game where they appear, they should be tough but beatable.
Stack all your trade routes between the same pair of sectors. So, if you have 5 trade routes, with a +50% starbaae, instead of 10x5, you get 15x5, a gain of 25. However, this is on the first turn. When the mini-freighter is making its return trip, now the base is something like 20-30. Instead of 20x5, you now get 30x5. So you spent 200x4 on constructors, but the trade starbase is giving you +30/turn. Besides, what else are you going to do with the surplus military production? It's
A more specific example: At the start of the game, research medical theory and basic environmental control. You now can lease aphrodesiac for something like $600 + $10/month. You can turn around and sell the aphrodesiac to the other 5 majors + minors for $200+ apiece (or maybe some tech). You get back your $600 and more right away. You're stuck with the lease payments, but 5 years into the game, $10/turn isn't going to be noticable. I find that the game's outcome has been decided l
If you go to the planets list, and double-click on the planet icon, the map will zoom to that sector. So, locating your own planets isn't as difficult. Still, it'd be nice to get a per-sector summary. I frequently find myself saying "I've got 3 systems and 7 planets in this sector; I'd better build two maxed-out starbases." I keep track of this in a notepad file.
Just to be safe, I would reccommend finishing your 1.03 games before upgrading. In previous versions, there were changes in the way morale and economy were calculated. So, you may experience a drastic change in your economy or morale. I don't know exactly what was changed in 1.04.
I have the same problem - crash as soon as the game starts. This is using the latest version available, 1.03.17. I was mildly annoyed to upgrade from 1.02 and find that I could no longer play the windowed version. There is no option to roll back to an old version once you've upgraded? I *LOVE* the windowed version. I keep a separate notepad file where I track things that the game should track, but does not. I use my notepad file to track: - who's at war, especially min
The reason is that your +research is a lot more than your +social and +military. Suppose your "full funding level" is 1000 BC. You have +200% research, +100% of which is free (made up numbers). So, if you fund research at 100%, you're spending 2000BC to get 3000 BC worth of research. (I.e., 2000+1000 is what you would see if all your production was on one planet.) You have +50% social, +25% is freee. So, if you fund social at 100%, you're spending 1250BC to get 1500
How about adding an encyclopedia entry that summarizes all the forum features? I would like to see everything summarized in one place.
1. The trade starbase has an effect for each turn the mini-freighter is in the sector. That's why you want horizontal or vertical routes. 2. I think you choose the planet solely based on tax revenue at both ends. I believe that all planets in the system count, not just the one that built the freighter. I usually go by planet quality, because that's the most important long-term factor. I also wait to build my economic capital until I know where I want to put my trade routes. <b
I'm saying that influence-domination, for purposes of the minimap and a culture win, is different from "ownership" in the sense of a UP resolution. I remember reading somewhere that, for UP resolution purposes, ownership = most population. I can't find the reference right now, and the source may be wrong. The only way to be sure is to do an experiment.
If you want to experience a tech victory, you probably should disable cultural victory when you start a new game. It's in a box on the lower-right corner of the screen, below where you choose the galaxy size. You are playing with version 1.03, right? There isn't any way to change this with a game you've already started. If you want to prevent a culture victory, go to the most recent autosave and declare war. Or, give culture starbases to the AIs. Or, give planets to the AIs to decr
"Don't set your research slider to more than the amount that gives you the next tech." This means that you have to micro-manage your research slider whenever you're about to research your next tech. I consider this to be a design flaw in the game. Either: - The extra research points should carry forward to the next tech. - Your sliders should auto-adjust if you would be wasting research points. In fact, there's rumored to be a bug in the way the research
I was thinking that a randomized tech tree would really enhance the replay value of the game. For example, in Master of Orion, if a key tech was missing, it would totally change the game. I think Frogboy said that he initially resisted the idea of having a technology navigator, because it would take the mystery out of the tech tree. Well, if the tech tree was randomized, there would be a lot of mystery in every game. This could be done in several ways: - randomize te
I thought it was population, not influence. Uninhabited sectors are considered "unowned". I thought that "most influence" is what shows up on the minimap and counts for a culture victory, but population was what mattered for UP resolutions and whether or not the AI considers a starbase or troop movement to be infringing its territory.
Has anybody ever had a game last long enough to pay off an entire Mitrosoft lease?
- Don't lease colony ships from Mitrosoft. Go 100% military instead. It only takes 2 more turns, and it doesn't tank your economy in the long-run. I also don't lease constructors. - Do lease trade goods, and sell them to the AIs, especially minor civs. Keep diplomatic translators for yourself, and delay trading as much as possible until you get them. - Do research trade as soon as possible. On gigantic maps, form short routes just to get the cash flowing. Then, replace th