Peace Phoenix

Peace Phoenix

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

But an invincible ship shouldn't be attacked. It serves no purpose to attack one if it would be possible to damage any other ship there. I don't understand your reasonning since Frogboy has stated: The system picks

11 Replies 15,286 Views

Sometimes it says NEVER for the remaining production and research time for several rounds although I did allocate more than 0 percent to the corresponding slider and I set the overall production slider to more than 0 percent. Could you give a concrete example?

8 Replies 9,618 Views

You have spending. Spending goes into 3 areas, military, social, research. You have 3 sliders. I don't think that many people are baffled. Well, you have one more slider: the general spending slider. I am pretty sure people would love to have only 3 non linked sliders instead of the current 4 (at empire level): - one for military pro

115 Replies 62,380 Views

One thing that might work to limit an early massive land grab, is to make new colonies have an initially high per-turn development cost that goes down over time (perhaps as population increases). I remember seeing something like this in the venerable Spaceward Ho! 4X game, and it worked pretty well to limit over-expansion; if you expanded too quickly, the development costs

72 Replies 64,442 Views

whenever research or trade triggers an upgrade event, the player is presented a dialog box detailing the upgrade costs and potential revenue impacts, and offering a choice of what to do. Then the player will *know* what's happened and have directly approved his revenue going to -2000, or have the option to avoid that hit. Yes, I think the main probl

120 Replies 136,188 Views

The reason for taking it out, IIRC from your other posts, were the big changes in income when social upgrades happened automatically from tech breakthoughs. I'm assuming this is a problem because one moment you think you are rich, and the next you are running a big deficit, and this really screws with planning. it isn't in income. It is on expense an

63 Replies 33,612 Views

but if i have 30% bonus research calculations shouldn't be: 24*0,3=7,2rounded to 7. So i'll get 24+7=31 research. why you divide the bonus for 2? and why in paid research you add 1 point to be paid. Or u divide the bonus for 6? Well, I have made tests and come with the following formula: - 50 % of the research bonus is converted into free res

63 Replies 33,612 Views

In GalCiv II, only social production gets wasted. At one time, social product was put back in the treasury if there were no buildings and it was a micromanagement nightmare. Why? Because on a large galaxy where you have 30 colonies, you would go from being $3000 in the black to suddenly $-$3000 in deficit spending because you researched some tech that upgraded your fa

115 Replies 62,380 Views

And there are no real options to customize weapons as MOO2 offered (armor piercing, heavy placements, auto-firing, etc.). There are also no military techs that give any type of special ability. No cloaking - no repair bots - no advanced targeting computers - no mini-fighter bays - no tractor beams. Nothing. Nada. Well, it isn't suprizing since there

21 Replies 16,952 Views

Moreover, social, research, and military production abilities are not charged for. You get that production for free. Now that is strange. I have done the following: custom race, +30 to military, +30 to social, + 30 to research, galactic warfare (+10 mil), xeno engineering (+10 social) My home planet got a moon. On start, I set a

63 Replies 33,612 Views

Right now you research a new factory tech, everything gets upgraded, and your budget gets screwed up by about 20% over the course of a number of turns. Which I hate. But, it moves gradually, and when it's done moving it stays there. I think our friendly neighborhood stardock poster was trying to point out that if social 'waste' was returned to the treasury, then ANY tile u

115 Replies 62,380 Views

It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements. Is it really that harder? After all, some people are complaining that they haven't enough control levl on waste <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gi

115 Replies 62,380 Views

From this thread https://forums.galciv2.com/?ForumID=346&AID=105246 post #5 Social production is indeed "Wasted". This was a game balance decision. The manual is incorrect is all. It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.<br/

6 Replies 6,702 Views

from this thread https://forums.galciv2.com/?ForumID=346&AID=105246 post #5 Social production is indeed "Wasted". This was a game balance decision. The manual is incorrect is all. It would be much harder to manage your economy if the net revenue was changing drastically every time you got a new technology that started upgrading your planetary improvements.<br/

10 Replies 12,252 Views

small remarks about buying, planetray improvements and economics: - if you rushbuy something, try to avoid interest if the total cost is greater than the first option - don't forget that interest will impact your budget for many turns - if you rushbuy a ship, you can put the military slider to 0 since military spending won't be used - rushbuying the first factory on any colony you have is nice. It allows you to build fastly other building - build farm only if you need it

20 Replies 17,259 Views

An odd things I've experienced is when playing the default humans, if I ramp up research production at the outset of a game I can obtain the universal translator in one week at the cost of about 16BC. However, if I play on a gigantic map, it costs more. Is this on purpose or is it a glitch? It is on purpose: since there is more planets on gigantic m

317 Replies 95,087 Views

Second (b) another issue with social production, again with overflow. That research centre needs about 2 pixels on the side before being finished, on my major industrial planet, and again most of the 132bc I'm spending keeping that social production running (which would still cost 132bc even when not building anything ) is wasted because all the excess is not applied to t

5 Replies 10,651 Views

Good explanation from Peace Phoenix, I agree with your numbers... and you seem to be saying that the planetary bonus and empire bonus give 'free' IPs instead of allowing you to buy more. I'll keep an eye out for it. Social and production bonus are paid. Research bonus generate free research along with some paid research. BTW moon production bonus is

115 Replies 62,380 Views

Another example where it fails: 100% spending, 30% on research, Research +50%, only a Civ Capital (24tp). According to what you say, it should be: capital 24tp+50% = 36 Spending 30%: 30% of 36 = 10.8 But what do I get? Only 8.

23 Replies 14,416 Views

I have a question about the bonus tiles on the planet : If I build 2 factories (one on a 300% bonus tile and another one on a no bonus tile), I would think to find on the summary of the planet : - 24 output from the 300% bonus tile - 8 output from the 100% one Except that I always have 8 on each one (the same from the other kind of bonuses) S

115 Replies 62,380 Views

Assuming you have a colony with a 700% manufacturing bonus tile, and you build an industrial improvement on it, you've basically bought 7 factories. This is real expensive at 100% capacity. But you are using only one tile and paying maintenance for only one building. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-

115 Replies 62,380 Views