Honestly, it almost seems like you should have "social" totally separate from "science/ship production"... ??? since factory and manufactory capitol affect both military and social, I am not sure to understand your point.
Peace Phoenix
And maybe techtrade should not end up that you get the full technology, but just blueprints and now still have to research the tech but at double speed (or that you just get the half of research points for the techs you trade for). Maybe something along the line of the anomaly that increase the curent research of 25%.
The AI is only doing what a smart human player will do. So don''t blame this on a poor AI - it's actually very smart. I am wondering also about that: what is the algorithm used by player when deciding to go for tech exchange. If it is to grabe any avilable tech they don't have, then I don't know why the AI couldn't do the same. <TABLE cel
Delete those spending rates from central budget and put them to the planet window. Well, it will increase micromanagement, and I don't think lots of people will love this. And don't forget tht the computer will surely be better than you at micromanaging: it is never tired <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="
The best would be if we could determine military, social and research production for each planet. Then, you will have the AI crushing you and you will end in a micromanagement nightmare. Don't forget that the computer will be better than you to make an optimal use of its planetary sliders. And given the current rules in GC II, it make sens
Hey PP, as a Diplomat you should know that it most certainly is if you've got a good enough diplomatic edge! Also get to the Galactic Bazar achievement ASAP and then you can buy / trade for almost anything. Well, I haven't gone so far in games I have made <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="absmidd
planets with not sufficient food supply auto-decrease population to allowed max. in 1 turn; would be better if this process happens slower and is connected with decreased approval for the planet when it's overcrowded. Well, your population can't eat, they are starving and you are supposing they will still pay taxes? (pop = taxpayers) <img src
Oh, right. No, this is on the first turn of the game, and I don't start with that tech. Really, why don't you try it yourself if you don't believe me. It takes about 2 minutes. What are your starting techs?
what are your levels settings? Techwhoring is a viable stratetegy at lower settings
Well, you should try to upgarde, at the first turn, the colony ship for its own type. I think it costs you money too. And before anybody ask, that was spotted during the beta. But it is still worth mentionning to Stardock this strange behavior
Another thing I would point out is a pseudo-bug is all of hte secondary races popping out of nowhere with 5000 credits each and no technology. Would you have preffered when secondary popups with ALL your technologies like it was the case few version ago? BTW, when you start a game, you have also 5000 BC and few techs. Why should it be diff
The point is, if I was able to find this many critical errors without looking for them, I am very dissapointed that the same errors were not found by people specifically looking for them. Ok, let us see what some things in what you have found: <
if you can stand playing in 800x600 go for it Well, the minimum resolution is 1024*768.
give it three mass drivers (48 attack) Well, don't forget that the other defense will help to for their square root value, so you must expect sqrt(189+81) = sqrt(270) roughly 16 more defense from inappropriate defense. <TD class="mb-Body-Qu
Like they've decided they're not going to build ANY factories, and just started a build list. Well, it would be useful to watch the colony few turns before the invasion (with an high espionnage level) to see if they didn't do a scortched Earth tactic: destroying production buildings when they saw they will loose the planet.
Research bonuses don't work either (they give only 1/2 of what they should). But they know about that too. Well, you get FREE research while you PAY for using your military bonus. So I wouldn't say it doesn't work. More you get 1/6 of the bonus in paid research. I can hapilly live with that. Is your general spending slider always set at 100% ?
The trading algorithm should be modified so that the trade value of the tech is heavily modified by the relations between the two races making the trade . It should be done in a way that if two races don't like each other or are merely "neutral", then trades between them are not likely to happen. This could be modified by things like how Well, don't
2) I am filthy rich. By a single tech for 250, sell it 4-7x for 350+ (I use massive diplomancy bonuses to enhance to effect). What is the difficulty setting? Be aware that trading tech for money isn't very profitable at a higher AI level
Well, each race has a specific starting solar system. Try to start a game with each available race
This isn't the place to report it- but I'm short on time. I'm one of those players that restarts the game multiple times until I get a position in the galaxy I like (not difficulty, I just like to play left to right rather than up-down). Anyway, try Starting a new game. Once into the galaxy the tech screen, followed by the planet screen, auto-open. BEFORE clicking "ok" on
In the following thread https://forums.galciv2.com/?ForumID=274&AID=102519, I have explained how I think morale calcuation are made. And it is scary: the influence of buildings (those that give the planetary morale bonus) is reduced by the population morale penalty. This means that if the penalty is -100%, you won't have any benefit from building morale ehancers. And it seems to have a similar effect: population morale penalty reduce the morale civ bonus to calculate the native abilit
Yes, entertainement building will help you, as well as building (and upgrading) mining starbase on morale resources.
In the following thread https://forums.galciv2.com/?ForumID=274&AID=102519, I have explained how I think morale calcuation are made. And it is scary: the influence of buildings (those that give the planetary morale bonus) is reduced by the population morale penalty. This means that if the penalty is -100%, you won't have any benefit from building morale ehancers. And it seems to have a similar effect: population morale penalty reduce the morale civ bonus to calculate the native abilit
Displayed Morale : 24%, Tooltip Delve morale: 18% (-67% from population, -56% from taxes, +31% from buildings, +11% from native ability) The following buildings are on planet: Civilization Capital +25% and 10 million population food cap Stock Market +10% Multimedia Center +30% (and its on a 100% approval bonus special) 2 xeno farms -p
Looking at post #3 in the following thread https://forums.galciv2.com/?ForumID=162&AID=103199 , it seems that the social production bug be fixed Now, for the empire research bonus, I am not sure if it is a bug since you get free research. But calculation should be documented in the game.