Peace Phoenix

Peace Phoenix

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

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.

8 Replies 8,930 Views

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%.

47 Replies 38,935 Views

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

47 Replies 38,935 Views

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="

34 Replies 14,473 Views

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

8 Replies 7,011 Views

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

6 Replies 4,990 Views

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?

126 Replies 67,140 Views

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

30 Replies 24,894 Views

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: <

30 Replies 24,894 Views

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

7 Replies 10,437 Views

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.

10 Replies 10,542 Views

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% ?

15 Replies 20,518 Views

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

54 Replies 38,306 Views

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

50 Replies 84,287 Views

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

0 Replies 3,677 Views

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

0 Replies 3,436 Views

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

17 Replies 14,416 Views

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.

34 Replies 14,473 Views