In order of descending priority: 1. Notification to select a research path. At one point I had to reload a autosave. At the beginning of the turn research has been finished, but I got no notification when I loaded the save. I have no idea how many turns have past until I realized that I wasn't researching anything. You shouldn't be able to end the turn without a research path selected. 2. Outpost/resource destroyed notification. This notification should send you
Gaunathor
[quote who="Tolmekian" reply="421" id="3130566"]They build farms just fine. I have the AI value for farms set at 10. Factories and morale structures are 10, labs are 12 or 14, TGs/SPs/GAs are 10. With those settings the AI seems to build a pretty good mix of improvements.[/quote] [quote who="Tolmekian" reply="421" id="3130566"]Most civs research farms early on with my settings. They don't build them uniformly, but for the most part they use them well. Some civs seem to like them whil
[quote who="Tolmekian" reply="415" id="3129162"]I settled on 10b population for each planet, along with 1pp, +% farms. 10b makes it so you don't have to deal with fractions if the farms have 10% increments. I'm testing with 20/40/60 farms for 12b/14b/16b populations. Is 16b a good cap, or should I go 30/60/90 to top out at 19b?[/quote] Is the AI actually building farms with a starting limit of 10b in your tests? As I mentioned earlier, the AI totally ignored farms with a starting
[quote who="Sole Soul" reply="13" id="3126546"]Also, it's just plain N in DL, at least last time I checked.[/quote] I haven't played Dl in quite some time, but I was under the impression that it was the same there, too. Wouldn't be the first time, however, that I was remembering something wrongly (or not at all). My memory isn't what it used to be. [quote who="Sole Soul" reply="13" id="3126546"]That second part is not quite true. While you can't use EOL ove
[quote who="MisterAedan" reply="403" id="3125180"]Wow, this works?[/quote] It definitely does. [quote who="MisterAedan" reply="403" id="3125180"]I have seen references to UI mods - would it be possible to change the look of the tech tree to accommodate multiple prerequisites?[/quote] I have no clue about UI-modding, so I can't answer that question. It certainly would be great, if it were possible.
[quote who="Falconne" reply="11" id="3125097"]I'm new to the game and I don't recall reading about that in the manual (but then I wasn't too thorough). What's this about a N+1 research limit?[/quote] You can't find it in the manual, as it isn't mentioned there. It is a limit on the amount of techs you can research in one turn due to high research output. The formula is N+1, where N is the number of planets you have. I.e., if you have only your homeworld you can re
[quote who="Tolmekian" reply="400" id="3124562"]Well, I think I'm reaching the end of what I can do with this. Or, at least the limits of the scope of my work. I think I've hit just about every tech, improvement, and module in the game. The major question is what to do with colony population, farms, and morale structures. Is it perfect? Hardly. I think I'm hitting the point of diminishing returns, though. Either that or I'm suffering modder fatigue and it's time to hang it
[quote who="MisterAedan" reply="396" id="3123484"]Also, I didn't realise that there was such a mining & production assist disparity between the Drengin and Korath, I'll definitely have to look at that.[/quote] It seems I wasn't clear enough, after all. The disparity was of my own making, it doesn't exist in the standard game. In the un-modded game, both Drengin and Korath have a value of +27% for mining and +23% for production assist. During my changes of t
[quote who="Tolmekian" reply="393" id="3121630"]Interesting. Does this mean that the Drengin now have access to the Wretched Harvester, since they have Death Furnaces?[/quote] It is just me or does this question get asked a lot lately? [e digicons];)[/e] No, the Wretched Harvester is still Korath-only. The Drengin may be into gene-therapy/modification, but not into clone-research. The tech-requirements are looking like this now: Devil's Forge Death Furna
[quote who="ChainsawSchmalz" reply="388" id="3120537"]I suspect if the build priority is lowered below that of the matching factory or lab that the AI simply would not ever build these.[/quote] I have set the value for factories to 10 and the value for the production enhancers on 5, and the AI keeps building the enhancers. Sometimes, it will build them even without any factories, though, as far as I can tell, it does that mostly on planets it conquered or flipped. [quote who="
[quote who="MisterAedan" reply="378" id="3117076"]The last race I was testing were the Drath, who were pretty much mediocre throughout and would have been the first to be destroyed if I hadn't bought them back their planets and brokered a peace. I'm concerned that they aren't using their Super Ability properly and were getting drawn into wars rather than masterminding them and will have to watch what they do in the next few games to see if it was just a one-off.[/quote] That
[quote who="MisterAedan" reply="376" id="3116889"]The Korx, on the other hand, have shown no enthusiasm for their newly-gained entertainment techs - they researched xeno entertainment but haven't been building any morale structures, including the FoC.[/quote] Common problem, because the AI value for all improvements hasn't been adjusted yet. Finding the right value, however, needs a lot of trial and error. I currently use a base value of 10 and adjust it accordingly fo
[quote who="Neilo" reply="2" id="3116766"]i don't think there is anyone on these forums who plays GC1 anymore[/quote] I still do occasionally, even though I pretty much suck at it. As to the OPs question, Influence has no effect on income at all.
[quote who="qrtxian" reply="361" id="3115080"]The "quicksave trick" is required to make the game register the changes to an already-modded minor. Since the Jagged Knife - and, for that matter, all other pop-up civilizations except the Dread Lords - can't be modded, the "quicksave trick" won't actually do anything for them. Given how many planets they tend to steal, I'm not sure why people really want to make them "smart" in the first place.[/quote] There is a diffe
[quote who="ChainsawSchmalz" reply="67" id="3115062"]I took your advice, and the newly produced sensor drones were able to locate three separate sneaky transport fleets (hurray!). With that threat diminished, and my research of Terror Drones III, I was able to make significant inroads on the Torian Empire.[/quote] Glad to hear that. [quote who="ChainsawSchmalz" reply="67" id="3115062"]...the Jagged Knife appears.[/quote] That really sucks. At least the Torians got weakene
[quote who="ChainsawSchmalz" reply="63" id="3113956"]They are still the largest empire by far though, and I live in fear of an unseen transport fleet descending on one of my undefended worlds.[/quote] How far along the Planetary Invasion-line are you? In any case, using Sensor Drones (cargo hulls with lots of sensor modules) could be useful as a early warning system. [quote who="ChainsawSchmalz" reply="63" id="3113956"]I have also located their economic capital, and plan to ta
[quote who="ChainsawSchmalz" reply="59" id="3113615"]The Yor seem like the ideal race for this endeavor, and I believe they lose the least from not researching universal translators, so the Yor it is.[/quote] Whoah, you're depriving yourself from some very useful techs and improvements that way. Counter-Espionage Center, the Economic Capital and all the Evil techs. That really hurts. [e digicons]8C[/e] [quote who="ChainsawSchmalz" reply="59" id="3113615"]The Torians jump
[quote who="Tolmekian" reply="356" id="3113419"]The Iconians, I think, were supposed to be compensated with their powerful research structures. I find that their vaunted research capabilities help, but don't avail them in the long run.[/quote] Their biggest problem is the high maintenance cost for most of their improvements, combined with their relative weak economy (Merchant Trade Complex non-withstanding). The Precursor Library is also kinda weak. Increasing the output to 16 RPs, w
[quote who="Tolmekian" reply="351" id="3112891"]Economic structures, in particular, shouldn't have maintenance costs.[/quote] Stock Market already provides a better econ bonus than Malicious Bazaar and Merchant Emporium. Removing the maintenance would make it even more powerful. You would have to either increase the bonus from MB and ME or decrease the bonus from Markets. [quote who="Tolmekian" reply="351" id="3112891"]You should never have to do cost-benefit analysis of w
[quote who="MisterAedan" reply="348" id="3112654"]Seconding all three of these - I can see the Drath and Thalan getting very excited about Fertility Acceleration/Aphrodisiac (off-hand, I can't remember if they get FA in their tech trees, but they definitely need it most!)[/quote] The only races with access to FA are the Terrans, Arceans, Drengin, Torians and the minors. Quite unfair, isn't it? [quote who="MisterAedan" reply="348" id="3112654"]I seem to remember discuss
[quote who="Tolmekian" reply="343" id="3112223"]Not a bad idea overall. Why wouldn't they? I always thought the entertainment techs were a little powerful to be restricted to only 2 races - and the minors if you don't have one of either the Terrans or Arceans, apparently.[/quote] If both Terrans and Arceans are present, the minors will have the entertainment techs, too. [quote who="Tolmekian" reply="343" id="3112223"]I mean, they unlock 3 trade goods and a galactic ach
[quote who="Tolmekian" reply="340" id="3111987"]boosted the Yor Efficiency Center to +50% and reduced the cost[/quote] I actually nixed it and increased the bonuses from the techs instead. My new Research Collectives needed a icon and query graphic. [quote who="Tolmekian" reply="340" id="3111987"]Giving Festival of Capitalism an econ bonus is a novel and brilliant idea. The Korx definitely need a little more help, especially as I just noticed that the FoC is the only morale st
[quote who="talonschild" reply="7" id="3112044"]And secondly, the ship itself is too advanced. Make it cargo-hulled, and nerf the sensors on it. Sensors I sensors, if we're shooting for consistency. Else, you have one ship, tough to begin with, that generally toughens up further, and when it upgraded, you (not to mention your enemies) have this ridiculously hardy cruiser that'll stand up to four factory-made ones like it. Works for a story like Goodbye to an Old Friend, but seems dras
[quote who="windclan" reply="19" id="3112081"]Does the Planet Quality ever max out? As in, if you had a planet that was just land could you end up having every single square open for use with enough work/random events? I assume ocean squares never become usable...[/quote] All tiles can become useful. I once had a real monster planet, due to a random event. The event, that doubled the base PQ of a planet, happened to one of the planets of the Altarians. The base PQ was 29 (already the bes
[quote who="qrtxian" reply="190" id="3111984"]I've never actually played GalCiv I, so I wouldn't know for certain. But I am sure that if one of your allies declares war on an another ally in GalCiv II, you don't have to do anything. I've seen it happen often enough.[/quote] Yes, that is my experience, too.