bump -- response to sirian's issues in the bug thread with locating resources. In addition I want a map mode with "last known position" and map filters for starbases, etc. Resources should not be relocatable. I think everyone would agree combining a physical map (this planet exists here) with a political map (this planet belongs to blue) with a logistical map (this star is orbited by defenders) is primitive. In GalCiv I can see a planet that would take me dozens of
Maxtipherous
(quoted from somewhere -- forget where. This is definitely counter intuitive from the summary screen, which makes you think all the small scores are somehow rolled into one big score. Also, this was from 1.05 but I think it's still accurate.) Difficulty Level: The base score is based on the intelligence of the various computer players. This makes up the vast majority of the score. There is a slight bonus for playing as the opposite alignment as most of the players for most of the
Darkspire I thought it was pretty bizarre that you could build on their starbase until I saw this: http://www.pyroteknots.com/pix/galciv.jpg Unfortunately when I got back from the screen shot app the game decided to automove the constructor off the enemy ship, so no save game *sigh*. [Message Edited]
Obscured Research Menu Between Turns Bug This one has been around forever, and I think I just figured it out. Normal end of turn sequence goes something like this (if news is turned on): Report Screen Voting Screen (if year-end) Completed Research Screen (if completed, duh) Research Menu Completed Items List (covers research menu) Individual Planet Screens If you culture flip a planet on the same turn you complete research, it looks somethi
I traded techs to a minor for cash over many turns, then squashed him like the terrorist grinch he was (hehe). Didn't get the cash. I tested a couple of times. If I trade cash over several turns for a tech, then grinchify him, I don't have to pay after the first turn. Isn't this a change from earlier versions? Or am I the moron my wife insists I am?
The legend screen shows the bronze medal for second place and silver for third. Not that I ever think I'll make second place hehe.
Seven Wonders Alter the Tech Tree slightly to add 12-15 special wonders . First race to build seven wins. Kinda like the ol' space race victory, but more exclusive. leans on diplomacy and infrastructure, but can be won militarily as well.
Hey NovaGuy -- My overall approval rating was about 50% +-.[\quote] This is a problem. Your worst planet should be above 50% morale. Morale is directly tied to population growth, which is directly tied to tax revenue. I think the game creaters are republican, because lowering taxes creates more revenue in the long run (couldn't resist!) So lower your taxes, sort the planet display on morale and keep an eye on the bottom of the list.
Well, the bonuses you mention are only for the ship that hits the anomoly, not for all your ships. Helps it stay out longer before getting killed by a shark. Other benefits (like morale boost) are for your society. And no, this isn't very clear. Made me stop building multiple survey ships, though.
Ok I took the bait. I stopped by the link and I didn't see anything remotely like the Civ III I play. Well, since this isn't a civ III forum I guess I'll let it go (grumble) (hehe).
I am bad at this. I like to play a particular strategy or style to explore the limits of the simulation, so I look for particular characteristics in a starting position. maybe 1 in 20 will suite my plans. F'rinstance I played a gigantic Rare Maso with 4 planets to start a few days ago to see If I could pull it off (26,18,18,17). I did not hehe For what it's worth, I simply can't play from a central start. I tried again last week, but I get frustrated with the exploration aspect. I
Perhaps search patterns can be a technology in GalCiv II. A) some things are more difficult to detect than others -- hidden anomolies, resources, even planets! B) Not necessarily a matter of just sensor technology -- knowing where to look and how to search efficiently, in addition to sensor range. C) First level, scout craft on auto-search simply look for nearest unexplored area. Second level, advanced scout ships plot nearby unexplored space for efficient coverage.
TheFrolickingMan -- HAHA that is funny!!!
Another range issue (still on 1.12): Traded for a starbase that was out of range for constructors, but not for sensor drones. On the next turn none of the ships could utilize the extended range this should give. Even after several turns, this starbase I owned was still "out of range" for any constructor. Save and reload made the problem go away. Haven't tried to duplicate. [Message Edited]
I ctl-n, save, ctl-u, look for nearby neighbors, decent planets, econ and morale resources. if I like it I reload to clear the cheat flag. Yes, this is considered cheating my many folks hehe.
david bukalski I often have to restart a war several times. I try to choose AI's with similar military power (graph on the right) as this will tend to keep them at war longer. good questions, mate
david bukalski the difference between your diplomatic skill will swing the value widely. When you trade look for the phrase in the center box that says something like "your vast diplomatic advantage" or "weak diplomatic skills . . . and it shows"
Aaberg -- thanx! too many changes to 'member all at once Now that I understand the nature of this thread after 18 posts, I will have to ponder Ray's last words as I prepare another 4 planet start on a gigantic maso moo-haa-haa . . . . . . .
check the morale level of the particular planet. an easy mistake is to set the taxes so your morale is just above 50% to win elections. Population growth stops at I think 54%. growth increases dramatically at 100% (and maybe 75% as well). So, reduce your taxes and watch your pop grow.
Starbases weaker than a ship? They should be 100 times stronger. Why would you (as a nation) invest so heavily in your trade, economy, whatever, only to have the whimpy tinfoil littl toy fall pray to a passing shark? Truly, starbase modules are far too limiting. We need to be able to design as big and bad-aff a starbase as you can imagine. Modular ship and starbase design, that's what we need. Oh yeah, and give 'em ranged weapons! pepper the blighters as they enter your
Hehe, mucho disagreement 1. No. two starbases with party palaces is much better than one starbase maxed out. Experiment and see for yourself, or check out my thread by searching "Palace Magic" 2. doesn't matter. the AI is on a fixed build list and will build cultural defenses weather or not they are under cultural pressure. Trying to build 17 starbases all in one turn rarely works, and the AI will still have several turns to "scorch-earth" it's weak planets 3. 4. research in
Carielf [quote]As far as a design to let people see what is necessary to gain a trade...you want something other than the text turning green when the AI will accept it?[/quote] Yes, like "what would you offer for this?" or "what can I give you for that" It would be nice to choose whether you want to make them happy or skin them for every possible BC Leonards_Papa -- the scripting for the page requires a reasonably current version of IE, not netscape. to quote, try left-square-bra
I used to micromanage to that level, tweaking my sliders every turn and worrying about lost production. But it doesn't actually matter in how the game plays out. Or rather, your diplomatic relationship with the AI's, build-order, resourse acquisition are *far* more important. Tweaking the tax rate to maintain your target morale is *fundamental*
Ray, you knew I was going to say that, didn't you (hehe)