I played some games with "vagabonding cash cows" and it is great. :CONGRAT: It comes a bit late in the game and thus you often don't really need the extra money anymore. But it is still handsome to get those expensive Excaliburs out fast. :d
Walldorf2000
I played gigantic/uncommon on my K6III+ @450MHz with 128 MB. Mid game turns took about 1 minute. That was not much fun but it was fine with me since I did not met the system requirements. But me and the aliens did not have too much ships. I read in this forum that it does not scale very well with the number of ships. Maybe it helps to form fleets, but I guess it is the enemy ships which hurt. This was on 1.15 and according to Brad the graphics engine was improved in 1.2 and Car
Hi Peace Phoenix, sorry but I did not get your point. They should not change it but they should fix it? I wrote about the additional influence generated through star base modules. These effects multiply when you have more than one base in one sector. I did not wrote about ressource star bases or the other module types. They already add and e.g. manufacturing bonus is already capped. Thus there is no need to change anything there.
From my point of view a major flaw in the game is the calculation of the star base influence. More than one influence star bases in one sector should not lead to these extraordinary high results. To balance the star bases the numbers should not multiply but should be added. Why do have two bases in one adjacent sector have a higher influence than two bases in two sectors? Or did this already change in 1.2? There should even be a penalty system in my point of view. Something li
[quote]I'm somewhat suprised to hear that the previous 10/turn maintenance costs on starbases hasn't prevented people from overloading the galaxy with them.[/quote] The change was made to avoid the culture star base bombing or the terror star alpha strike. For these cheesy tactics maintenance costs are irrelevant. You simply have to build a large number of star bases in one turn. :SURPRISED: This was necessary to balance METAVERSE results. But maybe it would be better to change the
I would love it but I guess it will not come with GC1.
[quote]Are you speaking of the cost a starbase or the total costs for all starbases?[/quote] As a first approximation it scales quadratic for the total number of star bases. For one star base it is Cost = A * (n - M) * Logistic n is # of existing bases. The formula is only valid when n > M. Currently A is $200 and might be changed to $150. Bard of Prey suggested putting this value in starbase.SHIP. M is the number of the free bases. Currently it is 1. Brads
Hi Monte Carlo, you are absolutely right. But I'm confident that Stardock knows that there will always be complains whenever they do anything. And that they can handle that. But I guess some kind words are always welcome. Back to the star base topic. Galaxy size scales quadratic with the radius. Star base cost scales quadratic with the number of bases. But income (number of planets) scales with galaxy size as well and the effects of the star bases work galaxy wide. Thus you get
[quote]... But allies have never turned on my because of THAT. (i.e. they have for other reasons)[/quote] How can you tell that? I did not even got a notification. I just realized that my income crashed and it was because of the lost trade with my ally. Then I realized that their fleet was already on the way. It was hopeless. I had to reload the game and remove my ship. This time everything went smoothly. I had this problem more than one time and read from otheres in this f
Hi Nastavnik on which difficulty level do you play? On maso they do not only get pissed of in their sectors but in adjacent sectors as well. When I have a star base near by my ally I still can't protect it with a ship because my ally would declare war on me. Or did this change with 1.2 :notsure: By the way, does anybody know what exactly is "their sector"? Is it where they have a planet or where they have the most influence?
[quote]#6 by Citizen TheRealChronus - 2/22/2004 8:16:50 AM I would think that the requirement of ships protecting your starbases would be a good thing. You now have to think about how to allocate your limited pool of ships and position them in the best defensive matter ... not to mention choosing which starbase is the most important to protect. Isn't having to do all this better than simply applying a cookie-cutter strategy of slapping on a few more defense modules? [/quot
I guess you should write a mail to Stardock.
[quote]#5 by Citizen ricbayer For PQ 10 to 13, I only grab those when I need the range extension because you pay 5 bc/ turn maint. You can build those up but even with improvements they drag my morale down so I have to cut spending to maintain 100% morale (and the pop bonus that goes with 100% morale).[/quote] I thought that the pop bonus is per planet. A 50% planet should not hurt your other 100% planets, right?
There is new stuff in 1.2. Check it out :)
Hi, there is new stuff to add :CONGRAT: :CONGRAT: :CONGRAT: + New Achievement: Logistics Management + New Technology: Basic Logistics (Requires Industiral Theory)
There is already new stuff in version 1.2: + New Achievement: Logistics Management + New Technology: Basic Logistics (Requires Industiral Theory)
Hi, I just formatted the history file. It's great :CONGRAT: 1.2 February 18, 2004 ***Bonus module is now part of the base install for Galactic Civilizations*** +Fixed bug where destroying transports took out part of the population with it + Fixed bug where range was not updated after trading for star bases + Fixed bug where abilities whose names can't fit on one line wrecked alignment of stat lists + Fixed bug where ships moving off screen stopped 1 tile
Hi Lord J do you have any other survey ship on route to this anomaly? This would prevent your other survey ships to go after it, too.
The idea of limiting the star base number is good. And I would not like to punish the modules. These are my wishes: 1. The values should be tweaked according to the map size. 2. I like the idea to exclude ressource star bases. 3. Influence effect of culture star bases should not multiply any more. At most it should summarize or scale even less. Thank you for this great game.
[quote]Been way out of the loop due to schedule overloading! What's in 1.2? Is it a GalCiv update or an Alterian Prophecy preview?[/quote] No, it's the next major patch for GC, i.e. the successor of 1.13.
There are some caps in the game and I would really like to have an overview. This is what I found or read up to now. Please help to complete the list and correct any wrong numbers. 1. population cap Hard cap of 100 Bil per planet. 2. population growth cap Hard cap of 200 Mil per planet and turn? 3. income cap Starts at 2 time PQ per planet gets severe at 4 times PQ 4. production cap Starts with 10 time PQ for non-free production Question:
Hi Duodecimal, I had already seen your changed post. I doubt that Stardock needs any help to implement the number crushing, they did it on purpose :SURPRISED: Thus I did not refer to this part of your post. The confusion is because there are two types of apologetics. a) In OS/2 tames you saved all your money then you did not build anything. Some customers complained that there should be some spending to keep up your capacity. Thus Stardock changed the code and now we
[quote]I don't see why there's such rabid support among a couple of the posters here for this element of the economic model.[/quote] I guess it was a misunderstanding. Most gamers don't want to have more micro management. The apologists thought this thread is about sliders for each planet, right? [quote]For the apologists - isn't the maintenance costs of most social projects the equivalent of "wages, property taxes", and all the rest?[/quote] Not exactly. Maintenance is for wage
Hi, can this information be found anywhere in the documentation? I could not find a search function in the help for the Stardock Central. I ask for this for two reasons: 1. There are so many troian horses and whasoever in the wild that I don't tolerate anything unknown. 2. It's alread a pain to wait for the PC until it booted. Thus I try to avoid any autostart etc. It's fine when I know about it. I just want to be informed. :SURPRISED: Thanks
Hi Spacepundit, no, it doesn't work. The AI will not keep planets below PQ14.