I love lists in games, by that I mean in-game spreadsheets where your assets and statistics are entered. While a game that was only lists probably wouldn't be fun, in many games I find myself playing from the spreadsheet over 50% of the time, after the beginning stages of a game. If I remember correctly I don't think Elemental has any list screens yet, though all 4x games end up with list somewhere, be it city lists, unit lists, or something
Orson1981
Would it be possible to assign multiple attributes to the infinite tech part in such away that different attributes can be modified at each tech lvl increase? For instance, the first bonus is to your farming, the next bonus is to the building, creating a farm cheaper or quicker. So on back and forth between those infinitly. If that is possible... Would it be possible to randomly assign these bonuses? As an example, you research iron swords, rather than making it do m
The problem with allowing each city to produce a set small amount of a material is that, if you build enough cities then the cities will eventually dilute the bonus from controlling the resource. Especially if 10 cities = 1 mine, hell just build cities to ramp up every industry. Though, the idea mentioned earlier, of each city having a random chance of producing a single resource seems like an interesting ideas. Just so, that having a boat load of cities does not allow you t
^^^ [e digicons]:rofl:[/e] Too true ^^^
Well I don't think we can completely ignore MOO3... Without that disaster I would have never found GalCiv or Europa Universalis. [e digicons];)[/e] But yes, MOO2 was amazing I played that game from the moment it came out till around 2001. By far and away the best inveestment in terms of entertainment per dollar I ever made. As for memories of that game, probably the strongest memory, is being completely blown away by the size of the game... 60 Mb! At the
Sweet! This is great news. I'm glad I just put my pre-order in, I can't wait to get my hands on the game.
Throughout history the seas have inspired tales of magic and mystery, and that is here on our humdrum Earth. Imagine the possibilities for wonder and excitement in a world actually full of magic. I don't believe I have ever played a TBS game where naval combat was anything other than a poorly implemented, tacked on, and largely ignored feature of the game. Not only does a poor naval system detract from the potential of a game, but it is also very unrealistic. A large
At first glance I love this idea, I would love to help shape the game and get a chance to have my voice heard. Hell, I still tell my friends that it was my suggestion to use different weapons and armors in GalCiv II (not that it was my idea first, I got it from Starships Unlimited && not to say that no one else already had the idea kicking around in their head when I posted it). It makes the game more enjoyable when you think you have had a part in making it.
^^BUMP^^ This is an important topic and I can't believe how few people have commented... sorry...
Rock on Roger. I hate it when I see someone try to prop up their argument with half truths they picked up from a discovery show on physics (All fairness, TheProgram probably did take a class or two). I thought I would throw my two cents in, but it seems you've got it plenty well covered. Anyways, I'm just gonna dissappear back into the internet, I'll talk to you all again in another year or three. -Mo
-Physics filter, if you make a reference to bad physics your keyboard slaps you speaking as someone with a degree in physics, wow. a bit condescending? Yes? Especially in a game already containing so much inaccurate physics like galciv. I don't really see why acceleration (necessarily) has anything to do with roger's request.
I lurk around these fourms fairly often, but threre is one problem I have only seen mentioned offhand one other time and I was hoping someone could address it for me. When I load the game after terriforming my planets, the PQ reverts to its orginal number. So if pre-terriforming PQ was 13, I terriformed up to 15, and then save and load the game the PQ would be back to 13, though 15 squares remain. I understand how to many people this would only be a minor problem, but to me, it makes th
Actually I believe this has happened quite often (not that I'm going to study it). Three examples in American history come to mind, Hawaii and Texas statehood, both due to American emigrants coming back to America. Then, West Virgina, didn't want to join the Confederacy so they broke away from Virgina and came back to the Union. Again I haven't sat down and studied history for a long time. In GalCiv I population was very abstracted. When a switc
I was just surfing around today and on a whim decied to stop by this site and check out what's going on. I just wanted to say how exicted I am about galciv II, and how happy I am, that so many of the ideas we in the fourms were kicking are going to make it into the game. On a nonrelated note, I remember hearing how great stardock is with replacing lost software. Well I lost my CD four months ago and have nothing to prove my purchase other than this fourm account (If that proves
[quote]base+100%+100%+100%+100% (total 5x base, as it should be)becomes (((base+100%)+100%)+100%)+100%. (total 16x base, way too much)[/quote] [quote]100%+350%+350%+350%+350%+350%=1850%((((100%+350%)+350%)+350%)+350%)+350%=184528%[/quote] I hate to be the good grammer fairy here, but I have to mention, your math is so very wrong :SURPRISED:
I just picked up a pair of those new Docker's quantum slacks, simultaneously dress and casual. However they have the unfortunate side effect of disappearing if you stare at them too closely.
Here's something you'll all hate. Have the starbases operated by the inhabitants of your empire. Someone has to run this huge structure and all these modules your putting onto it. Have SB subtract population from surrounding systems in the sector its in and the sectors near it. As you get further away from populated sectors the amount of population willing to be relocated drops, making it more difficult to build SB far away from your populated worlds. I've heard rumor
I'm on the fence on the subject. If I felt it was worth a $20 investment, then I would buy direct. -Mo
#1. As someone mentioned clicking on planets is really a minor inconvience compared to the end game click fest of a constructor rush. Sure it would be nice to have but nothing that, IMO, really adds depth to the game. #2. Simply great idea. Someone mentioned, well how would we culture bomb then? I don't think its all that much of a strech to say that culture/influence comes from planets, and the SBs boost the planets in range outputs. You want to culture bomb just increase the plane
logistic points shouldn't cap how many ships an empire can have, as has been stated already, the game already has a mechanism for that, money. The American navy doesn't have just one fleet but many fleets it sends around the world. The logistic points should govern how big and how efficent these fleets are. The cap on number of fleets is what your economy can afford. also What about land forces? In reality you can just pick up citizens from one planet and drop them somewher
I like the previous posters idea of command ships, but it can be taken one or two steps further. The concept of (for lack of a better term) wings can be included, with less costly than the C3 ships but more costly than normal ships can be produced to lead a wing. Wings could just be normal fleet procedure, so you wouldn't need the specal leader, but they would again raise the logistics limit. Also an logistics experience factore for only the leading ships that can accumulate by battle or sitt