[quote]do you see what i mean.. it may appear to be a rollercoaster.. but people would be able to see that their last submittion didn't cost them points against those who havn't submitted any that 24 hour period.. I do see what your saying.. but I believe that the extra clarity gained would be worth it.. [/quote] I have no problem with your point of view. I want to be sure that people understand the cost in the ranking with a daily recalc.
Peace Phoenix
[quote]thats ok.. I'd be interested to have a look at it.. if you'd like to share it [/quote] Ok, spreadsheet sent.
[quote]I can't see any difference instability wise[/quote] For people that have a steay submission rate there isn't any. For people that empty block, we can have rollercoaster in the ladder. As example, you, J.T.Qwerk, have the following instability: your last submission is the 08/31/04. If a recalc is made each day without any new games submitted on the 08/31/04 your score is 799K on the 09/01/04, 840K on the 09/02/04, 852K on the 09/03/04, 884K on the 0
[quote]Which would become apparent if / when Stardock changes the metaverse to TRUE daily calculations on EVERYONES scores every day[/quote] That is a nice idea but it can generate a high instability in the ladder. Maybe a less extrem approach would to have a recalc each week.
[quote]I don't see anything dishonest about trading PQ14 worlds to minors. [/quote] In itself it isn't dishonest to trade it to minors or majors. What is dishonest is to trade it, knowing that it will flip back to you due to cultural influence. Your were supposed to give permanently the planet, not for few turns :)
[quote]. 50bc per 20 months should give 1000 bc but actually gives less[/quote] How have you seen that it gives less? [quote]What happens when the civ which bought any good from me runs out of money? [/quote] They go further and further into debt [quote]Are they always paying negotiated values?[/quote] I guess so.
[quote]One thing that isn't explained clearly with examples is the effect of aging [/quote] Yes, I have limited the explanation to a steady submission rate. [quote]IE: depending on how many games you actualy have in any block that blocks contribution to your score can make your score actualy Go UP .. or Down depending on how many games you have in any block on a daily bases on when you submit your latest game.. [/quote] Yes. But I prefer talking about blocks movement and ke
[quote]Peace: how did you calculate their new scores.. do you have a spread sheet set up [/quote] I have an Excel Spreadsheet but it is in French: all formulas are in French.
The following people haven't submitted a game for more than a month and their score should be recalculated: Ranking 8: Magnumaniac. Last game on 7/10/04. Score at this date: 1409K. If recalculated today: 1309K Ranking 10: Jaxom CA. Last game on 4/13/04. Score at this date : 1172K. If recalculated today: 691K Ranking 14: Major Dallas. Last game on 6/17/04. Score at this date: 930K. If recalculated today 921K Ranking 21: Amulek, Bird of light. Last game on 5/3/04. score at this dat
Since I have seen some posts about the difficulty for newbies to climb the metaverse ladder, I will explain how metaverse scoring works and some consequences. First all submitted games are split into block. Into each block, a value is calculated based on all games in the block with the formula: raw total / squareroot(number of games) = average score * squareroot(number of games). The blocks are the following: block 0: 0-30 days. no aging block 1: 31-60 days. 5% aging
[quote]Now mine is cheesy! [/quote] I have a more cheesy thing for you about planet: give/ exhange to the AI planet which hasn't lots of influence, in a sector where you have lots of influence (without the help of starbase). normally, the planet you have given will soon revolt and go back to your empire :) And you can give to another AI to improve relation or get important tech.
[quote]The top players are so far in the lead it would be impossible to take them out. [/quote] [quote]. I only was thinking of new players, and many who are at the top did so by playing the game before it was released to the public. [/quote] Well, Galciv was released in frebuary 2003, the metaverse was available in mars 2003 and the metaverse became the masoverse when maso was the only way to get the Cap score of 60K Mpts. We have (1st date is the first submission, 2n
[quote]I think you can change them through the race setup screen[/quote] Yes, you can do this in the race setup. Name for the major races are saved in the .ini file
[quote] heard that at 1.7 billion, you get maximum growth with 100% morale, even with no population growth bonuses. At 3.4 billion, you get maximum growth even with morale 55% to 99%. This means that population growth bonuses aren't very useful except in the early game.[/quote] Here is an except from the following thread http://www.galciv.com/forum.asp?BID=GS&id=155077 [quote] The minimum population on a planet giving the cap limitation with 3% base growth is given by the formula: <b
[quote]I saw that there are around some German versions and I understand that there are other localized versions modded by the users[/quote] I think that French (for this one I am sure) and German version weren't modded by user. Basically, you need to translate all files. And especially english.str BUT you should translate only thing that are between " " (rules of thumb, right part of any line). The rest corresponds to keywords used by the exe. What must be translated is what is
[quote]Addicted Galciv player or what? [/quote] If you are wonder why I am able to make post at this time, it is very simple: I am in France. It is the morning here :) [Message Edited]
[quote]I am not able to locate the propaganda slider yet[/quote] Go to the screen showing a planet, where you can set for the planet military project and social project. At the bottom left, there is a button labelled "details". Click on it. You will have access to a screen where you see, on the left, which improvements are already built. You can destroy some if you want. Very useful for cleaning high maintenance cost project built by AI. On the right of teh screen, there is the give
Don't forget that you can right-click on ship in diplomacy screen to know where the location of the ship is. Very useful for finding which are the freighters that are next to a system owned by an AI.
[quote]NewfyScotian, I wondered about that. I agree real silly to me as well. [/quote] Silly or are they positionning ships to be able to counter-attack effectively if a new war erupts? Human player can be so treacherous when dealing with AI :). [Message Edited]
[quote]he is not playing much anymore due to the metaverse issues. [/quote] This means that he only enjoys Galciv through metaverse. It is a bit sad :(
[quote]Peace Phoenix, I have never been able to steal techs. [/quote] I don't exactly know what is needed to success in stealing tech. I beleive that: - you need to have the highest level of knowledge of the civ you are spying (advanced) - since I think remember to have read that spying is checked against population, you need to spend lots of money to succeed against another empire - I guess that spying bonus can really help, since I think the remember to succeed in stealing tech
[quote]He would never cheat, unless they consider Mods cheating? I always thought the Metaverse would reject a submission if it determined you were using illegal Mods?[/quote] Well, Mayito has used some mods to play all the game with the anomalous flag set. But few turns before ending the game, he disabled the mods in order not to trip the flag. For this reason, in the latests version of Galciv, the files used (standard and mods) are in the save game to prevent such abuse. So you can no lon
[quote]One tactic that I enjoy using is never building freighters but finding AI by scouting and then trading the AI for a freighter that is orbiting one of their stars. This means that you save the travel time to that star and if you are lucky enough you can set up trade routes further out right away.[/quote] This is a very important tactic in order to have fastly trade route on gigantic maps.
What version are you using?
[quote]spying is very usefull[/quote] Yes, there are some benefits from spending enough money into spying: - you can avoid some very nasty events - you can see the what are the empire wide bonus of the others Civ - you can see their trade and konw their trade partner. Useful is you want to have them fighting their trade partnr and disrupting their economy in the process - you can know what tech they are researching. That can help you with the research you want conduct -