I'm gonna repost something I did in another thread here, since it's relevant: I'm going to try and help out Staffa's explanation some. The current formula is for the scores to be added up and divided by the square root of the number of games. I'm going to show the results of a few proposed changes based on 2 (very contrived) examples. Player A bought GalCiv way-back-when, played 50 1000-point game, and quit. Then he dusts it off and plays another 50 1000-point games in 2 days.<
EtherMage
I'm going to try and help out Staffa's explanation some. The current formula is for the scores to be added up and divided by the square root of the number of games. I'm going to show the results of a few proposed changes based on 2 (very contrived) examples. Player A bought GalCiv way-back-when, played 50 1000-point game, and quit. Then he dusts it off and plays another 50 1000-point games in 2 days. Player B just got the game and has played 100 1000-point games in the last
I've just heard that the manual I'm reading may not be the most recent version...so I'm gonna wait on further edits until I'm sure I'm not wastine my time. -EtherMage ~SDC~
Great, thanks...very good to know. I still want buttons just so the UI and the functionality aren't mismatched. Not nearly so big an issue though. Excellent! -EtherMage ~SDC~
Editor's note: I'm going to skip the party bonuses and "pick" sections, since they're rather out-of-date and so will need a re-edit after they match in-game data anyway. - ^: "imperial" (add quotes and capitalize) * Page 12, "Choosing your galaxy size": "Everywhere" is now "Abundant" in-game. - Page 12, "Choosing your opponents": "Similarly, minor..." -> "Minor..." (having both "either" and "similarly" is redundantly redundant) - ^: "Each civilization can be named to..." ->
Just reading thru the manual, and thought I'd keep a log of the spelling/grammar errors or awkward language I encounter. *'s are definite errors, -'s are just my suggestions. "^:" means later in the same section. Even for the errors, you are of course welcome to correct them in other ways than I have suggested. I use the page numbers on the actual document, which weem different from Acrobat's. I'll post as I finish each 5 pages, and keep working in a reply. * Page 3,
There are many instances when it's very useful to park a constructor for awhile and not move it. Since a contructor lacks "sentry" and "guard", this is currently a very annoying thing to do. You get the C-tor there, and then you have to deal with it every turn until it's ready to be used. If you're also trying to explore the galaxy with scouts or run a war, it becomes a big problem. This is especially true later in the game, when even 1-base ships end up with 5+ moves/turn. Example
[quote]How about maxed-out diplomacy? It seemes overpowered to me.[/quote] Diplomatic bonuses are incredibly useful at the lower difficulty levels, but above "Bright" the AI's really start getting hard to persuade into anything no matter how strong you are at diplomacy. ~SDC~
Yeah, I wasn't aware of what a huge difference in pop. growth a 100 morale makes. Since learning about this I've kept my morale much higher than before and been relatively successful. ~SDC~
Another bug is an inconsistency in "Treasury" placement. At one point in a game against "Normal" AI's (lower than I usually play), I had so reamed all the AI players with smart tech trading that they were all in debt or close, and I had over 20k in the bank. I contacted all the minors and none of them had much cash left either ... so I was definitely the wealthiest empire on the map. And yet on the "Stats" view I showed as 5th place in Treasury. Obviously not quite correct. -EtherMa
One popular option is to have the planets build everything, *almost*. The idea is, you let it build all the secondary buildings until there's one turn left, then have it do something else instead of completing the building. It takes a bit of micromanagement (you have to keep your planet list on "social turns left" all the time)...but in exchange, you then have the option of "turning on" any of those buildings you like at a rate of 1/turn. Then if you all of a sudden need a News Networ
I think that instead of having to spend money producing "Nothing" when you have a situation where some planets need one type of spending and some need the other, you should have several options: a) Redirect spending. It should be possible to choose an option on the Social Projects list called "Shipbuilding" or something that redirects social spending to military (ie, it locally acts as if you'd set the sliders so that whatever % is in social globally is in military locally). Similarly
Well, yes, I must admit that when I got the message about an "evil force" on the planet I kinda sent my secondary TS over to keep an eye out. :D (The primary one was running around with my Excaliburs, demolishing any Arcean planet I wasn't in the mood to colonize. Being good AND having Terror Stars is a rather odd combination.) -EtherMage ~SDC~
Another bug: in the very late game (I'd basically already won), I left a planet alone after a warning that an "evil force" was gathering there. The Draginor showed up and immediately went to war with everyone. I contacted them and sued for peace in exchange for their ENTIRE TREASURY (something like 150000bc) for 50 turns...and then immedately blew them out of space with a Terror Star I happened to have nearby. Guess what? I continued to recieve 150k/turn. This was enough to set taxes at zer
Several bugs I've noticed: 1. Removing items from a long, scrolled-down governor build list doesn't work properly. Specifically, double-clicking an item will remove the item that would have been in that position had the list not been scrolled. For example, if I can see items 3+, and double click slot 21, the entry in slot 19 (I believe) will disappear. 2. The mouse-wheel needs to work in all scrollable lists. Currently it doesn't work in the following, at least:
Is anyone else having trouble getting their population into line? Even when I have about the same number of colonies as other races, my population is always greatly lower...what gives? It's only after I start conquering stuff and have vastly more colonies that I even start to see parity with alien populations. I even took the 70% pop. growth pick and it doesn't seem to help. What am I doing wrong? Everything else seems fine, but I can't seem to get my population to grow quic