A bit more information on default settings within the game, e.g. how many people/troops are loaded if the player doesn't adjust the number -- and how is that decided (formula, etc.)? More information about unsettled planets: what does the physical size of the planet mean (if it means anything); more of the pros and cons of settling PQ14 planets and lower. Please, please, please print future manuals on white paper and with font sizes above 9 or 10 points. For us over 40 folks w
JEllis2
Is it to late to request a "wait" button for ships? That is, move on to the next unit while the ship you just told to wait goes to the end of the line to wait for orders/instructions. Sometimes I'd like to see what another unit is doing before moving the currently selected ship.
Rex B., I've had similar problems. Try this and see if it works: if the colony ship is launched with 0 population, send it back into orbit and next turn, launch it again...you may then get the slider bar option.
JayThomas, thanks. I've settled about 12 or so PQ14's over the course of 2-1/2 games. Some do very well right from the start, others don't. I'm missing a factor or six here, but I really don't know where to start looking. Raw population count might impact some things...but which? :notsure:
OK, thanks again! Next dumb question (I know, it's tough dealing with a newbie, but that's where I am right now...sorry 'bout that!): how do you know how many to take? Perhaps along the same line, I hope, does the "size" of the planet have any meaning? I'm not referring to the number (15 or 16 or whatever) but the actual size of the planet(s) compared to others in orbit around that sun. Some can be significantly larger than others, but have the same number, or even a lower number.
Thanks, JavaScout! :)
The manual says you can modify some of the files in the data directory. Yes, I can pull them up on Excel, but there are entries I don't understand e.g. DescStr01 0, to name just one. Are there instruction for mods somewhere on this board (I couldn't find them) or on the GalCiv website, perhaps? Thanks!
Thanks, JavaScout. Duh, next dumb question: I have control (or information?) about the number of colonists? I thought you just built a colony ship and it went with a fixed amount; I was never asked how many people I wanted on board. What gives? PS: I love this game, but on my third game, I'm just beginning to realize how deep it really is. ;p
I'm still having trouble understanding "trade goods." I fail to see what they're good for (except maybe influence?). Do they add to your revenue? The manual says you can license them, but doesn't say how. And if you do license them, what do you get in return? Any help appreciated!
I'm only in my third game, but noticed this late in game 2 in a very large galaxy with lots of colonies: Had a couple of new colonies (both on type 14 worlds, I think) and the approval rating started at 1. Nothing I did moved the rating higher! Ever! Had other new colonies (some on 14's) that started at approval 10 or so, but jacking up propaganda and adding an Entertainment Network bumped the rating up over 50 right away. Is this a bug, or does it have something to do with the specific plan
Regarding the suggestion by RealSpices for a "what will you give me for ??...." on the diplomacy screen -- I second the motion! I wonder what the chances are for getting some of these suggestions actaully implemented? :) Anybody out there know (actually know, not speculation)?
Gotta get my 2 cents in, too :p . It IS a great game, and bugs or not, it plays right out of the box on my computer. Can't tell that 1.03 made it any better, but it was already good. People who complain about bugs and updates have no idea what goes into making a game and until they learn, I would suggest a lot more patience and a zipped lip. And by the way, I apply that to the complainers at MOO3, too. So there! ;)
Wow! What a bunch of great ideas. Almost like a new game. 1) I'm with Sunwolf, find a way to mark anomalies. 2) Morelyn's idea about saving the basic setting from game to game makes sense. 3) Redshift's idea about the tech tree is good. I know there are a couple of published versions on this site, but I can't get them to print properly. A tree that's simple to read and print would be wonderful! 4) I don't really agree with Joe Bfstplk about keeping the game real simple (