Selekos

Selekos

Joined Member # 6890604
1 Posts 4 Replies 167 Reputation

2. Elections (again) I think I wasn't clear enough. For me big issue with Elections is this is a flat mechanism. Why do we have them? It is just a potential danger of loosing your Government bonuses, if you don't have enough happiness, and you will have Coalition Gov. after lost Election. I'm not a programer, but in tabletop and board games design that kind of mechanism would be eliminated quickly, because there is easy way to eliminate this danger,

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[quote who="mrblondini" reply="14" id="3712019"] it's one thing that the AI can scout very big areas very quickly, another if it's also able to colonize bamm bamm quickly as wel [/quote] In my last game (Huge/Gifted) AI did exactly that. [quote who="mrblondini" reply="14" id="3712019"] (...) create a system where destroying a ship that's beyond a certain distance from it's Civilization's last planet/starbase that destroying that ship doesn't automati

25 Replies 131,893 Views

[quote who="Croc411" reply="4" id="3711990"] It's not quite that bad. If you build Kimberly's next to a colony capital and assign 3 farmers to the planet, you will have 12 food available even without any arable land tiles. [/quote] This means that in multiplayer we will race for building Kimberly's, and a player that won't build this one building will have huge disadvantage. I like competition, but one building is not enough.

14 Replies 47,199 Views

Hello! I just finished second game with Intrigue Expansion (Huge map/Gifted, first Terran, second Slyne). I enjoyed it, but I found some mistakes on a game design level. This is my little feedback for developers. I hope they wont be mad, because I love GalCiv with all my heart, and I want it to be a perfect strategy. :) 1. Food and Farms I understand this change- overpopulation affects Happiness, and this affects Government Elections. So

3 Replies 17,956 Views