Walldorf2000

Walldorf2000

Joined Last seen Member # 659213
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Dear Sirian, thanks for this great site. I enyojed reading very much. Concratulations for SiBCaT. (http://forums.civfanatics.com/showthread.php?s=c3cd240458947703bc571d8ff9a6cb40&threadid=72311&perpage=20&display=&pagenumber=4 Sirian's post from Jan 20, 2004 07:58 AM) I guess you deserve some kind of promotion ;) Nevertheless I asked CariElf in the bug report thread to have a look at it. I would really prefere to have a fix instead of using SiBCaT :SURPRISED:

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Dear CariElf do you have any comment on Sirian's finding with the "turns left for a research project"? It's in his post from Jan 20, 2004 07:58 AM: http://forums.civfanatics.com/showthread.php?s=c3cd240458947703bc571d8ff9a6cb40&threadid=72311&perpage=20&display=&pagenumber=4 The condense of his statement is that the bonus reasearch due to your abilities is cached from the last turn. In the current turn only the net spending is calculated correctly and displayed in your

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#13 by Citizen haskellal [quote]I've gone the 9 terror star route and i was pulling in between 20k-30k per turn, ...[/quote] Hi haskellal, this sounds impressive. But this should even increase significanlty when the mini frighters are farther away from their home planet. How many routes did you create on the same turn? Did you have a lot of micro management, i.e. does the autopilot use the same route as the mini frighters? Unfortunately I still didn't got time to test

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[quote](last time torians declared war without notifying me, we were on "friendly" conditions).[/quote] I guess it was due to my transport passing their territory. But still I would like to be informed ... All these events should happen on dedicated point in time during each turn and not additionally at every reload of a game.

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Very well done :CONGRAT: :CONGRAT: You really should enjoy the plaudit you get. You deserve it. I know how hard it is to got through forreign code and I love all these "+ General code cleanup" in the history file. ;) Usually it's useless. But I hope it gives yourself a good feeling. And the latter really helps to hunt down these pesky bugs. Thus I do it all the time by myself, too. I really would like to have more colleagues with the same dedication to their work. <

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I use two governors. One with manufactioring and star ship enhancements and one without. I do not include morale enhancements in my govenor lists. I do only build them when a planet drops under 100% morale. (I adjust tax rates and thus morale according to my leading planets (they must have 100% moral at least during the first half of the game).) Many people say that "Entertainment Network" is a must on the list, but it's very expensive and later I get much better morale enhance

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#278 by Citizen XenocidalManiac [quote]On the invisible ships-- don't know if my experience is consistent, but I see it under 2 conditions--first, my game has been active for many hours without restarting galciv ..., and second when I have a type of ship I haven't previously had in the game. [/quote] Yes, it appears with new items. I played on large and found a Precursor Ranger -> it was invisible. Same seems to be true for new planet classes. I did not see it after Terraforming, but a

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Hi Maxtipherous, our post just overlapped. #9 by Veteran Maxtipherous [quote]unfortunately your numbers are flawed. One-time costs of 5BC per starbase are basically irrelevent considered against the duration of the traderoute. The only costs that need to be considered are maintenance.[/quote] I just argued against the 5kBC argument from "#1 by Citizen LDiCesare" You have three sectors, thus you need three times the star bases. Thus maintanance is 90 BC agains

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#8 by Citizen Hermann the Lombard [quote]Not to mention the neighbors as your innocent caravan trundles past! And not to mention the TS itself, if Stardock modifies the code so that the AI perceives a terror star as a threat!! But we are talking about the existing sim.[/quote] Yes, I guess it is not a good idea to auto route war ships. Thus this seems to be a disadvantage since you have micromanagement, i.e. stop the warships before the fleet reaches foreign territors. By the way, what

33 Replies 10,657 Views

Please share your wisdom with me. I play with 20% diplo bonus, but I always fail to get Diplomatic Translators. How can they get it that fast? At that time I'm still hunting for my first colonies and that with 100% military, 100% spending and 100% moral :SURPRISED: I do hardly get any money from the major civilizations for my technologies. But I can trade them for other technologies until I loose the race for some while. I can trade with the minors and get better deal

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#5 by Citizen Sirian [quote]Did you know that building shipyards even AFTER a ship has been built and left home will still gain you the attack and defense bonuses?[/quote] Yes, that's one of the reasons I would like to know which ships belong to which plants. Best thing would be to have both. The possiblility to sort the ship list according to home planet and the informaiton about the home planet on the ship info list. Unfortunately you are forced to build on all plane

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#5 by Citizen lhetre [quote]what is the maintenance cost of DeathStars ? I read somewhere 100 bc, is it right?[/quote] Can anyone comment on this. I did not find anything about specila cost for terror stars. You add the modules, pay 5000 BY and that's it?! i.e. you have 10BC maintenance?!

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#5 by Veteran Maxtipherous [quote]nice theory but impractical.[/quote] Oh, you found out that I'm a physicist :SURPRISED: Please tell my why you think that. When you share your wisdom I can skip my tests planned for the weekend ;) I did not get any facts yet. You are right that it is more micro management. But several trade star bases are not more effective. A star base costs 17 constructors when you add all defenses and a minimum on military enhancements (i.e. speed, repair

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#259 by Citizen Hermann the Lombard [quote]Nothing new about this one; it's been around since I started (v1.05). When I click "Find" the program rarely finds ships with outstanding moves.[/quote] That happens when you have ships on sector sweep. They stop in the middle of their turn and have some move points left. You can continue the sweep with Ctrl+W. Or you should do without this functionality. Cari already knows about this issue and it is on her list.

408 Replies 16,427 Views

You can't tell the home planet of a ship. e.g. Shipyards on the home planet doe influence the value of the ship, but which ship? By the way, is there a repair bonus for ships on their home planet? I read this in the manual but it was disbelieved in the forum. Maintenance and home planet should show on the ship information screen. At least this is a good idea for GC2. I always love to have available as many data as possible ;)

408 Replies 16,427 Views

Hi Cari, there are two exploitations: 1. You can build as many terror stars as you like in one turn, you just sink very deep into dept. This can be used for a terror star alpha strike (compare Strategy Forum thread from Maxtipherous) 2. Two culture star bases in one sector do have more than double the effect of one culture star base and do have more effect in an adjacent sector than two similar star bases in two adjacent sectors. The effects should simply sum up and no

408 Replies 16,427 Views

Yes, that's my way :) But you could use e.g. a terror star alpha strike or culture bombing to wipe out everybody before you even get close to your buddies. Compare the other posts here.

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#2 by Citizen Hermann the Lombard [QUOTE]...but I agree that the ROI on the terror star is probably awful.[/QUOTE] I assume 5 trade routes with an average value of 300 BC each. => 750 BC additional profit (50%). Maintenance for a terror star is 10 BC (according to JavaScout's page, right? For two Overlords it's 50 BC. Building costs are Terror Star 5.000 Two Overlords 3.600 22 Constructors 4.400 (1 + 9 Mil., 9 Dev. 3 Trade)

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Thanks, JavaScout's page is indeed very helpful. Other treads in the strategy forum speak of 13 or 15 BC. On JacaScout's page it is 10 BC. Frogboy even talked about inventing a maintenance cost per module ... I hope this is not invented yet? Information like this should be somewhere in the game interface. At least this is a good idea for GC2, isn't it!? OT: I would love to join an empire, but currently I play on a computer without internet access. Only my home

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#1 by Veteran Seeker Master [quote]Basically the homeplanet is the planet you started the game with[/quote] Thanks, I know. Usually my home plante is Mother Earth ... I thought each ship has it's own home planet where it get's repaired faster? But I do not build all ships on the same planet. It is a disadvantage when a ship from Earth defends Kwilias and a ship from Kwilias defends Earth. It should be the other was round to profit from the home repais bonus. <b

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Hi, I just started my first maso game on a large map. I lost the majority of my trade route due to going to war with my former trade partner and to losses from attacks. I want to maximize my new trade routes and protect them against my enemies. Luckily I have some cash left :) This is my idea: - I already have a stack of freighters which will create all trade routes at once. - The next turn all mini freighters leave my home planet at the same time.

33 Replies 10,657 Views