Gengsta

Gengsta

Joined Member # 662845
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[quote] Which position matters for the mini-freighter? Start of turn? End of turn? Average for turn? If freighter passes through 2 or more sectors in one turn, does it get all bonuses? Has anyone performed an experiment? [/quote] You get income for position at start of turn. Bonus are only applied after the turn ends. Speed bonuses are used the next turn; trade bonuses are saved for the start of next turn. You will not get the bonuses for a sector just by traveling through it.

8 Replies 331 Views

Trade income depends on several factors: Base trade income: The most important factor is total distance traveled from your own planet (more on this later) A minor consideration is the age of the trade route measured by total distance traveled (a small bonus over time) Bonus income: Tech multiplier bonus Trade starbase bonus Note, in calculating the base income from a trade route it is total distance traveled by the mini-freighter since leaving your plan

8 Replies 331 Views

[quote] Speed bonuses on at trade route: no, no, no! Speeded-up mini-freighters = fewer turns per cycle = less total $$. [/quote] If you built constructed speed bonuses in every sector of the trade route, the net effect is 0 - no change in average income from the trade route (you take less turns to complete a cycle, but the ratio of turns spent in each income zone stays the same). But since you pay 5 bc per turn per starbase, it's not recommended you do this. If speed

27 Replies 1,346 Views

I don't see anything glaring so let's make a check list: Once all conditions are met try again - sometimes there's a small amount of time when a connection just goes dead or something else goes wrong. Computers do that. Is your dsl working properly? Can you access "galciv.com/metaverse/" from the game's main menu?

10 Replies 409 Views

Personally I like the one stop shop, everything mixed together into the same thread. Maybe we can extradite the recruiting and even the AARs, but the others belong in the main thread. It's more lively and doesn't require looking in many different places. It's also better if the thread doesn't fall off the front page due to inactivity. As an empire we do not post often enough such that checking daily or bi-daily would require flipping through multiple pages of 25 posts.

2,185 Replies 485,103 Views

Damn, I managed to leak out some spoilers. Good thing the information is minimal. I have to say that I really pushed the limits of my empire and almost ran it into the ground before I won. [quote] I actually forgot to demand for systems. [/quote] I'm sure it would have made your war much easier and shorter. The only problem was that the option only became available when my military rating was ~500. [quote] Good job with the win! [/quote] Thanks! But it was good

2,185 Replies 485,103 Views

[quote] Personally, I've never done a tech victory, but I agree with the point you are making. In fact, it looks like all of the possible victory conditions can be accelerated by doing a military rush [/quote] The military rush executed to help a tech victory is very different from the military rush to win by military conquest. If you read my AAR in the discussion thread, you'll notice that I spent maybe 16 months building infrastructure. The rest of the time, my system

39 Replies 1,319 Views

Speed bonuses doesn't make your trade route shorter, a 118 move trade route is still a 118 move trade route. Your mini-freighters still generate income based on their position. Your mini-freighters just travel faster and spend less time in the sector. If it's a low income sector, that's exactly what you want it to do, travel through it as fast as possible. By decreasing the amount of time spent in low income sectors, you can increase the percentage of turns when the mini-freighter is in

8 Replies 331 Views

warfare: populist with +1 speed +10% moral +20% pop growth +20% soldiering or +2 speed +10& pop growth +10% soldiering builder (depends on map size) larger: tech or feds or pacifist +1 speed +20% pop +20% diplo +10% morale smaller: add in merchantile +50% social +15% trade +10% moral +20% diplo I think that works, I play really aggressively, so I know the warfare end of much better.

3 Replies 228 Views

Left out quite a lot of detail: from my graphs, it looks like: 2184 Acquired 1 Altarian planet through diplo. Take 2 Altarian planets, 1 Arcean. Early 2185 Take 1 Altarian planet Late 2185 Take last two dregin planets, last Altarian planet, and 1 Arcean planet. Late 2186 5 Yor planets left, 3 Arcean planets. Take 3 Yor planets and 1 Arcean planet easily. Others required mass drivers/information warfare. And some other

16 Replies 2,059 Views

Here's the AAR of my game, I wrote this while playinng the game and edited it later. Jan 2178 - Game Begins : Starting position doesn't look bad Central West Position with Torian influence to East Deciding to go evil Start 100% spending 40% taxing 80/0/20 Survey ship heads north, Colony ship takes multiple colony star system and builds a scout Couple huge PQ and starship bonuses! See Dregins in North too. J

16 Replies 2,059 Views

Ok I just got this bug, was invading a system with 2 billion and I received a estimated 987 million - 1.98 billlion helping. I took the system losing 3.17 billion with 670 million left after the invasion. Upon returning to the star system view, I had 140+ billion on each of the three planets inthe system. My guess is that when the initial invading population gets destroyed and the aiding population starts to get depleted, the bug appears. If you still need the saved ga

31 Replies 2,751 Views