Za H

Za H

Joined Member # 634250
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On the other hand, the GalCiv AI does not recognize the human player purusing tech victory as a real threat, but that might be an intentional design. Stardock will have to decide whether this should be interpreted as a weakness or a feature that can keep players in the game despite of bad circumstances.

28 Replies 5,349 Views

It might need fixing... or not ;) The military snafu you have just witnessed is an integral part of the Torian AI. While they are very good at managing their empire, they are designed to be lousy invaders. Torians don't build many transports, and the few they do build are never escorted. As long as you don't get carried away and think the Yor or Drengin will make the same mistake, you might want to use this to your advantage against the Torians.

28 Replies 5,349 Views

Have you ever noticed that nifty "Puchase" button in your planetary management screen? Well, since the AI plays the same game as you do, they get to click on that button too. There have been other threads discussing this issue of course, and no doubt they will have given you the exact same answer as I just did. If you actually did read those threads, you might want ask yourself why you are so eager to believe the AI cheats when it beats you to something...

16 Replies 430 Views

Skipping research and obtaining them with rushed trade goods is still the way to go. I've had some success with speed and range picks instead of economics and repair though. You can probably live with a Federalist party given enough AMMs too.

29 Replies 4,829 Views

Metaverse rankings appeal to the competitive nature of human players, prompting them to submit more games so Stardock can refine the GalCiv AI. In that regard, I don't see why we shouldn't improve the metaverse to attract more players. You don't even have to change the scoring formulas here. By simply allowing the metaverse entries to be sorted in a variety of manners, as mentioned above, you create more top players out of thin air. If someone wants to be the fastest player to ever beat a tiny m

84 Replies 1,935 Views

The base research cost remains the same regardless of map size. There is an undocumented research cost multiplier that scales with the number of techs you already hold though, and its value may or may not vary with map size. On gigantic maps, it works out to +0.75% per technology you already have (+100% spread out over 150 or 151 techs). Maybe someone can load up an old game on a smaller map size to see if that multiplier is the same.

7 Replies 344 Views

None of this is new to the game. It has always been this way since the begining. The past few patches have in fact made morale easier to manage compared to the release version by upping the equilibrium morale level from 50% to 54% I think (it might have been 58% for a while too). Raising taxes results in lower morale in the short term. If your morale is less than the equilibrium value, not only will your population stop growing, it will actually decrease over time. Eventually, you'll lo

10 Replies 284 Views

There was a bug that would disable the turn button if you had loaded a game while a dialogue or management screen was brought up by the game (e.g. the research screen after you finish one project, or planetary management after project completion). I don't know if it has been fixed, but it seems to fix your experience. Just make sure you only load games while you're in the main map view with no pop-up dialouge boxes and you should be fine.

9 Replies 270 Views

I have seen no evidence of a hard coded penalty to frequent tax changes. The natural interaction of morale and population already imposes a limit on the effectiveness of tax adjustments. If you hike up your taxes too fast, your planets won't have enough time to shed population and may end up rebelling. If you drop taxes too much, you end up wasting potential income since morale is capped at 100% and you can't go higher than that.

7 Replies 367 Views

The planet list can be sorted alphabetically, so you can take advantage of that. I have a habit of naming my planets in a [X Coordinate].[Y Coordinate].[Base PQ].[Name] format (e.g. "17.08.20.Sol") so sorting by name would result in a geographic sort too.

11 Replies 377 Views

The longer a trade ship has been away from home, the more cash it brings in per turn. If one of your trade ships had just completed some 400 length route, it's not unlikely for you to lose a couple hundred BCs of income.

5 Replies 217 Views

The game mechanics of GalCiv dictate that morale will gravitate towards the 50% range naturally. There is absolutely nothing you can do about this. If you have more than 50% morale, population will grow until overcrowding brings down the morale. If you have less than 50% morale, population will decrease until morale is restored. Morale problems are always transitory unless you are being destabilized. The take home message is: 1): 50% morale is not low, it is perfectly normal. 2): Hi

10 Replies 284 Views

Taking a lesson from other games, there are generally three aspects of espionage: 1): Intelligence Some examples would include... - Reveal tax level and tax income - Reveal military maintenance - Reveal social maintenance - Reveal tribute - Reveal leases - Reveal espionage (intelligence) targets and spending - Reveal destabilization (sabotage) targets and spending - Reveal other intelligence spending (see #2/#3 below) - Reveal trade info

32 Replies 857 Views

No. Starbase bonuses are all restricted to the sector they are located in except resource mining modules benefit the entire empire, and starbase defense modules only help the starbase itself.

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Since you have not elaborated on what you regard as "clear, definite consequences to decisions", and the only example you have of colonization ranges just contradicted your conclusion, I think you need to sort out your own feelings before a meaningful discussion on GalCiv can be engaged.

19 Replies 597 Views

I purchased a hard copy game, so I don't have first hand experience here, but I believe you just open SDC, right click on GalCiv under the Software -> Drengin.net tab and select the "Download and Archive" function. Supposedly this downloads the game into a neat file for you to burn onto a CD later. Have you tried doing that yet?

6 Replies 235 Views

1): No. You will notice that your overall spending level tends to be lower when you distribute your income more evently though. This is just an artifact of how GalCiv's numerical calculations all round down and does not represent a coded penalty to production though. 2): No. 3): The sweet spot for tax rates can vary greatly depending on the situation, and there is no hard coded value for optimal tax rate. You'll just have to fiddle with the tax slider until you find a point tha

7 Replies 367 Views

I'm not quite sure if this is an intended feature or an oversight waiting to be exploited, but any ships that a player trades or gifts to an AI will simply refuse to move on the ensuing turn, no matter how many movement points it has left. I can see both pros and cons to this issue right now: * You can use your ships as bargaining chips without the AI ever receiving the benefit of them. By parking AMMs next to some Drengin units and gifting them to the Altarians they are at war with, yo

1 Replies 135 Views