Sorry if the numbers seem odd, its 260 bc for starbase maintenance at 5bc per turn for 1 game year. With a starbase trade bonus of 60% a trade route needs to make 433 bc for a year, or 26 bc average per turn, inorder to break even. Sorry about my confusing explanation above. Got rushed and did a poor explanation it seems.
slabster
I've started a mod to study trade in DA. My first experience is a 5bc per turn maintenance fee for starbases as the Terran. What's wrong with this picture??? Thats 433bc per 52 turns (1 game year) which means that a starbase placed for maximum income (i.e. 17 pc coverage) needs an average trade route return at or above 26 bc (assuming a maximum trade bonus of +60%). This also affects bonus production for worlds within the sphere of influence. That is to say, every starbase used strickly for bonu
I tried the influence starbase trick to save my asteroids, and all I got was the secret meeting mega-event - and a quick execution in my DA tough game.
Dear Mystikmind, If the creativity bonus does not scale with your empires growth then that is a significant dissadvantage from selecting research ability points which will. Perhaps i should rethink choosing creativity afterall?? I've been reviewing my debug files and it appears that creativity gives a flat rate percentage. Specifically, the AI was playing the Terrans and chose creativity bonus. It appearred to have a random creativity event nearly every
Dear Oldstatesman, Personally, I find the default set of Races to be fine. I am certainly glad that you feel this way. Many players are upset about the DA problems with trade and SBs that negate the supertrader ability and the trade tech tree in general. You probably don't focus on that aspect very much I'd guess.
Dear ToS Iceman Checked, and Range is NOT working correctly. I agree, but to be honest, they probably haven't got a round TUIT. Besides there are more serious problems they need to deal with first.
Dear Frogboy, I've just upgraded my DL ver 1.4 by buying DA ver 1.5 online and installing it. I've been playing for about 2 weeks now and there are some SERIOUS problems which you need to recitify before I even consider buying another GalCiv game. First is TRADE which is practically worhtless. I've been exploring this in another thread and am actually modding a game specifically to investigate and explore trade in DA. There is a severe problem with starbase maintenance that completely d
Addendum: Economic/Civ Cap Altaris PQ13 pop 18B Political Cap World PQ21 pop 20B Military Cap World PQ17 pop 6B Tech Cap World PQ13 pop 6B Q:Which has a greater impact on trade income shield/beaker/hammer production or population/improvements? A:In general production is the driving factor, with improvements secondary and population a close third for DL.
In a previous DL game I experiemented with different configurations for trade income. I created a political capital on a class 15 world with a capital, and diplomatic centers. I built a starport created a freighter and then built over it with another d-center. I tried the same with my economy capital world, using stockmarkets, and my tech world using labs. I also used my manufacturing capital world to compare differences. All the worlds except the manufacturing capital world and my tech world we
Thanks for the correction DethAdder, if I understand your postings, a world located in the center of a sector has 8 adjacent sectors which theorectically can hold 4 starbases each for a total of 24 starbases, plus the 4 for the original sector. Because 4 sectors lack optimal placement they can only have 1 usable starbase on the corners of the sector. Is this correct? Or rather is this what you mean?
The Dread Lords were a megaevent in my last DA game. They showed up around 6 to 8 months into the game and got wacked by the Arceans real quick.
Is it possible to incorporate all the GalCiv games in one shell? So I can play GalCiv1 or GalCiv2 DL or DA, or GalCiv3 whatever? Maybe upgrade the original GalCiv AI to allow some type of basic learning algorithm? Anyway, just a thought.
I don't play metaverse because I don't have internet at home, and there is no way to upload my games. I'm happy with that though. I just want a fast paced action adventure that entertains me. If it WERE possible to upload off a usb flash drive or whatever, I probably would, but since an internet connection is required to even start a metaverse game its highly unlikely I'll ever be a part of the metaverse. As for multiplayer, ??? wtf ??? This game's heart and soul is the AI - add multiplayer and
I've actually seen some strategy posts here where the player had 17K research points per turn and claimed that he had seen others as high as 20k with other players. Apparently, economy SBs stack together and multiply the result. His planet was a PQ28 with NLCs everywhere, and I believe he had 9 economy SBs. I suppose a large world at the corner of a sector could have as many as 16 economy SBs. I think I would probably build a starport and launch freighters from there just to get the trade bonuse
I'm curious, do you actually win playing this way? Are you on tough or higher? Maybe I missed the point, but I can't seem to find any benefit to what your saying ... or maybe I just don't understand what you mean?
Post Script: I have max cpu checked in the options menu, could this be related?
I think the asteroid event frquency is related to the asteroid setting, but I can't say for sure. My last DA bame last a year and 5 months and I had 4 or 5 asteroid events, but my setting was abundant asteroids. Maybe I was just lucky. Every one was a PQ0, and I was playing on a tiny map with only 9 sectors. There were 28 habitable worlds and 22 PQ0's. 4 asteroid events not hitting a habitable planet is beyond 4 standard deviations of probability, so I feel safe to conclude it only targets PQ0s.
Yah!!! Mass Drivers are sweet I love dropping a spy on a farm to get the pop down to 6B and then follow up with 300M troops using mass driver attack. Then I drop a regular transport with 1000 troops and its a real cake walk ...
I won my first DA game (tough) on a small map with no tech trading, abundant planets, common stars, tight clusters, abundant anomalies, very slow tech rate. All AI's were set on max cpu, 10% bonus economy, with racial abilities maxed out from greates to least until their points ran out. I had 8 AI plus myself so everybody started with a sector. I call it a death match, since there is no colony rush. I had super abilities and mega events turned on. The DA startegy guide Frogboy put out said it sh
GalCiv2 DA also generated a debug.err file, but it doesn't open and I don't know what to do with it. I pm'd Cari-elf about this, since I can't just cut and paste it ... where do I go with this?
Here is a debug where I was playing the game and got a blue screen of death Debug Message: Version v1.5 Dark Avatar last updated on: Mon Jan 15 15:09:22 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 4/30/2007, 08:20:49 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: ASUS-A8N32-SLI Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.0503
It depends on what race I play. I have a fav custom race I call Aureals (after Oblivion Golden Saints) their superwarriors, with a military ability of 50. I like espionage with the Krynn, diplomacy with the Terrans, tech research with the Altairans, etc. It just depends. My games are on a small DA map with 8 AI opponents - eliminates the rush phase and focuses on other aspects. Makes diplomacy and tech more important. I also like to rachet down tech research to very slow. I have rare stars, abun
Addendum: It may have been a pre-version 1.4 DL game. I'm not sure anymore.
I have played DL with Galatic Privateer and observed large pirate fleets attacking freighters in the trade routes. But in some cases, the little freighter was destroyed, and I got a message about the trade route being shut down. However, the route never disappeared and the little freighter was resurrected at my world and just started again. I read earlier in this post about Dread Lords (destroying?) them too? maybe it just takes a very large fleet???
In a real warp "bubble" there is an event horizon that occurs when time dilates. This prevents light from entering or exiting the bubble. Besides, warp bubbles allow time inside the bubble to speed up, not slow down. I think this game doesn't need to rely on any real physics. The devs could just invent their own physics and technology like Star Trek did. What matters IMHO is that the system is balanced and playable. Besides the AI should always be the focus in any change of game mechanics, where