Peace Phoenix

Peace Phoenix

Joined Member # 809893
0 Posts 365 Replies 12,580 Reputation

There is an important thing to know: if a planet has 100% morale, the growth rate is doubled (capped at 200 Millions per turn). And more people will means more income and a greater production.

4 Replies 200 Views

[quote]In the meantime, there is a description on how to use/test the Mod manager on the Diplomats Empire forum at Link in the subforum of the Help & Support forum entitled "Galciv Writer".[/quote] But not anybody have access to this subforum. I suppose only people involved in beta testing can access to it.

15 Replies 1,929 Views

[quote]One should have to keep being good or bad to maintain ones standing, what I suggest is that every turn a players morality should adjust by a tiny percentage towards neutral. So to stay saintly or demonic a player would occasionally have to do something suitable.[/quote] Well, it is almost the case actually: the events are the occasion to do something suitable with the morality you want. When an event arise, you must take a choice and any choice will have an impact (greater or lesser o

116 Replies 4,307 Views

[quote]The problem with buying a freigher is you don't know where in the Galaxy it will be [/quote] Not right: if you right click on the ship in the diplomacy screen before adding it to the exchange table, you will see where it is located. Very nice if you have stellar cartography and know where yellow stars are :)

51 Replies 2,345 Views

[quote]If the game gets close on money, which most often it does not, I may build freighers, which by then only take a turn or two, and send them to the most hostile AI.[/quote] This works well on small map (5x5). But on gigantic (28x28), it is another story: you must take in account that there will be lots of turns before the freighters reach the AI. More, the trade income on gigantic is very nice due to the length of the trade routes

51 Replies 2,345 Views

[quote]Incidentally, I found something else that's interesting: at the start of a game, the AI apparetnly takes it's first turn before you even start the game. I restarted the AP campaign, and on scenerio 3, the Altarians built a wonder immediately upon first displaying the map.[/quote] This could be consistent with the fact that when loading a game, AI get an opportunity for diplomatic exchange and rushbuying.

138 Replies 14,706 Views

[quote]End-Of-Turn automatically starts, before I've actually finished working on my stuff (financial balance, research, build queues, etc). This happens when I move a ship, but it was the last ship that didn't already have orders. This usually means that some of my newly completed colony ships don't get launched on time, because I want to manage the amount of people taken from the planet.[/quote] Why don't you turn off the option "auto-turn"? [Message Edited]

91 Replies 6,641 Views

Since some of theses ideas are already in Galciv Writer, I guess that you want to create a smaller tool than Galciv Writer to help people who download mods and experience conflict problems. Or that want to selectively switch the mods on a file basis. Don't forget to warn warn that if ID are changed, existing savegame will experience troubles since ID and not code are generally used (was a problem in a small minor 1.20 update whihc have added only 2 improvement and completly messed exist

15 Replies 1,929 Views

[quote][quote]The turns to complete numbers displayed are not correct. An excample: if a planet is producing Soil Enhancement costing 50 and the planet has a social production of 10, the turns to complete number shows 5 not 4 as it should[/quote] This is not a display error. It really does take 5+1 turns. Building isn't completed until the turn after the total cost is expended. Whether it should take 6 turns or not is a different question.[/quote] Well, if in january 2178, the socia

138 Replies 14,706 Views

[quote]Peace Phoenix, I like your concept, but I'm against the "alternate Metaverse" idea. [/quote] I understand that. I am not promoting an alternate metaverse. I just wanted to share with everyone some ideas I have during discussions about an alternate metaverse. [quote]I would not be averse to seeing some of the changes you suggested for the "official" GalCiv2 metaverse.[/quote] Same for me. And this is the reason why I have made my post in this thread.

14 Replies 1,211 Views

[quote]Peace Phoenix, I like your concept, but I'm against the "alternate Metaverse" idea. [/quote] I understand that. I am not promoting an alternate metaverse. I just wanted to share with everyone some ideas I have during discussions about an alternate metaverse. [quote]I would not be averse to seeing some of the changes you suggested for the "official" GalCiv2 metaverse.[/quote] Same for me. And this is the reason why I have made my post in this thread.

14 Replies 1,211 Views

[quote]Peace Phoenix, I like your concept, but I'm against the "alternate Metaverse" idea. [/quote] I understand that. I am not promoting an alternate metaverse. I just wanted to share with everyone some ideas I have during discussions about an alternate metaverse. [quote]I would not be averse to seeing some of the changes you suggested for the "official" GalCiv2 metaverse.[/quote] Same for me. And this is the reason why I have made my post in this thread.

14 Replies 1,211 Views

[quote]When someone logs on they should see their score, compared against similar scores. If they play at average difficulty, then they should never have to see scores of players at higher difficulty. They should see a filtered metaverse showing their score, filtered by max difficulty, average/max galaxy size and possibly style of play. It should be centred on their player with the 12 scores above and the 12 scores below. That way the top players see no change, but the other 3500+ players sudden

14 Replies 1,211 Views

Here is post I have made few weeks ago in the Senate Halls about an alternate metaverse. The idea behind it is to be rewarded for playing better than average. Sure, it will involve lots of calculations, may be counter intuitive and difficult to explain to everyone but here it is : Calculate for each combination of version/size/level/version the average score and the standard deviation. We need at least 10 submitted scores in a combination to make the calculation. A game will score:

14 Replies 1,211 Views

[quote]There should really be a point when a version can no longer submit valid games[/quote] Don't forget that Galciv is not only played in english. And others languages versions are behind the current version. And since it is easier to gain 60K in the latest versions that in older ones, why should older version inable to submit games?

14 Replies 1,211 Views

[quote]Once all of your posts have been correlated i will place the ten mods in a zip file and upload it to the library. [/quote] I suppose that this means that some works may be need to ensure that the various ID won't collide.

14 Replies 563 Views

Je n'en sait rien. Comme c'est Strategy first qui est responsable de sa distribution dans le commerce, il faut leur demander et Stradock ne pourra pas te répondre. Comme de plus la distribution en France des produits distribués par Strategy First est faite par Nobilis (http://www.nobilis-france.com), qui a traduit et commercialisé GalCiv, il faudrait peut-être leur demander directement. De plus, le patch français ne correspond qu'à la version 1.12 de Galciv. Si AP doit sortir en France (si jamai

1 Replies 164 Views

[quote]What you're saying is that you get 200bc of free research which will cost 200bc[/quote] No, I says that for spending an additionnal 100 BC on research, with a ratio of 1 paid BC gives 2 free BC, you will have a bonus of 200 free research. So, for finding tech, the overall research has increased of 300 BC, since the research cost is in BC, but for your budget, you have just spend 100 BC. So the 200 BC free research are just that: free since they don't appeared in your budget,

51 Replies 2,345 Views

[quote]In fact the difference is so pronounced that is is often hardly worth increasing the science percentage as you have to drop the spend so much that the overall science hardly increases at all while the production is significantly cut.[/quote] I guess that it depends of the amount of free research you get for all of your paid research. The F4 screen (with the spending rate), show you the paid military prod/ social prod/ research. The modification of the various sliders will aff

51 Replies 2,345 Views

[quote]It would be possible to write a "saved game analyzer" which would report the number of bc's to next tech discovery. If it had a key for re-loading the save file (like F5) it would be at your fingertips just by pressing Alt-Tab then F5.[/quote] Well, you are just missing one important thing : the free research. It is this one that screws the ETA on the F6 screen.

51 Replies 2,345 Views