I have just completed Dreadnought technology and I select as my next tech Interstellar Marketing. As is typical, I decide to invest just enough to complete Interstellar Marketing in 2 turns, because of the well-known bug whereby the Research screen completely freezes up if you research something in under 1 turn. The data file says Interstellar Marketing costs 500 bc, but I know that it will cost more because of the undocumented extra fee associated with all techs as you progress thru th
Interstellar
Takes 24 hours to install a patch? Must be a big patch, or a slow computer. :D
Playing evil is more challenging in the long run I think. The short-term benefits are definitely outweighed by the fact that it's harder to make friends being evil. The good guys can't like you since you're evil, and the evil guys hate everybody no matter what. Although my natural inclination is to choose the good/neutral options for the events, I force myself to make the evil choices anyway because evil is more challenging to play. I dedicate all my trade routes to the evil/neutral civ
If the save/load problems were really that big of a deal, we wouldn't be here wasting our time complaining about it. We'd be gone already, having bought a different game. That's why games that suck don't breed a lot of complaints. People don't bother to complain, they just leave. So the fact that people are here complaining about details is a good sign for Stardock I think. ;)
Making the 'Nothing' project actually cost nothing would be the most obvious solution, and would address all of those issues. There must be a reason why 'Nothing' costs production units though. It was probably a design decision at some point, but nobody seems willing to come forward with the reason. Allow me to suggest one. Let's say a large empire with its large tax revenue base were allowed to use the 'Nothing' project on worlds that were already 'done'. Using the 'Nothing' p
When a ship is selected, show a shaded disk in the minimap displaying its sensor range. That would help both for highlighting the currently selected ship, and also for setting up sensor nets so you don't have to count so many squares to avoid overlapping.
Would be nice if the good-alignment UI weren't quite so bright. Just bring it down one notch I think. A button to show anomalies in the minimap would be excellent. I wouldn't have it on all the time; just whenever my survey ship(s) finds itself surrounded by sectors and sectors of empty space, it would be helpful to know quickly which general direction to head to next without a lot of manual searching. Some kind of UI assistance counting squares. When I need to know which desti
You can learn a lot more if you go to the library and read some books about post-WWII world history. Preferably books published during the past couple of years that utilize information obtained through the Freedom of Information Act and recently declassified CIA/NSA files. You'll find a whole lot of mind-blowing stuff that was never reported on TV news or newspapers because it was declassified 30 years after it happened and people just don't care about stuff that happened 30 years ago.
I now have repair ability up to 23%, and I can see things starting to repair a tiny bit faster. It's still painfully slow, and I always have to send my ships all the way back to the nearest planet to orbit. That's about 6 sectors away and it's awfully slow. I'd say at any given time only about 15% of my ships are actually 'in action'. The other 85% are transiting to/from the nearest star system for repairs. Besides orbiting, is there any other way to increase repair rate? Thing
Is this a random chance thing? Is it higher when you're actively putting bc into espionage, or do you just need to be above a certain threshold, ('high' for instance)?
I agree. Drengin theme music is too loud compared to the others. The Yor theme is nice, but seems misplaced somehow. I view them as menacing 'Borg' types but the music makes them seem more harmless, like C3PO and R2D2 wandering aimlessly through the desert.
Name the most important trade goods and/or wonders that you absolutely *must* have and would pay or do anything to make sure you control them, and why. Personally I think Eyes of the Universe and Gravity Accelerators have to be up there in the top 5 most important things to control. I don't think Eyes of the Universe would do much for an AI civ, so if they got it that wouldn't be the end of things but if the AI managed to grab Gravity Accelerators that could pretty much make for a very
Why would anyone want to take a screenshot of GalCiv? It's about the ugliest game ever. Plenty of fun, but still you have to admit it's pretty ugly. heh
I notice that the AI does not seem to invest anything into sensor drones. Does this mean the AI doesn't need sensors to see my ships? If so does this mean cloaking is worthless? If cloaking does work, what are its limitations? ~SDC~
I use planet names from Star Wars books, and sometimes obscure characters' names from the books. For instance I liked the name Tarkin so I used that even though Tarkin was not a planet. (If you're a Star Wars fan you can tell me who Tarkin was and which book he was in, but be aware it is quite obscure.) For my starbases I use Greek alphabet: Starbase Alpha, Beta, Gamma, Delta, Epsilon, Zeta... In my latest gigantic game I am an evil Sith lord ruling with an iron fist. The galax
OMG ZaH you've gone too far this time. You are taking all the fun out of the game! LOL ROFL Give your ships and planets REAL names. I'm going to name my first battleship Galactica. :) heh I'm so excited... ~SDC~
A ship defecting wouldn't be due to espionage, but rather to your level of cultural dominance. Lots of fun ideas here though. I really would like to be notified of when trades/gifts between civs occur and what exactly was traded/gifted. I have to keep a matrix on paper of every tech that each civ has and I painstakingly update it each turn to try and discover this information myself, but it would be much nicer to have a list of events like this delivered to me each turn by my o
Vorlin, Production is not related to Income. Production is subtracted from Income (which comes from population & PQ) to get your Net Income. That's not a relationship though. Planetary production capacity is affected by PQ, the many and various military/social production bonuses, and the Spend Rate slider on your Domestic Policy screen. So if the effect of producing 'Nothing' were to be changed, that would not affect your Gross Income at all. The effect of selecting 'N
I second that. :D I'd like to be able to cancel an errant Sentry/Guard command and still move. ~SDC~
That's Galactic Empires, a text-based game that was popular on BBS's. I can't remember the name of the BBS software it was written for. Seems like such a long time ago. I loved that game. Taught me how to type fast. LOL
I am against any idea which would increase the number of sliders currently in the game. There are enough sliders as it is.
Here's a GREAT idea! Enhancement of the experience system: Now instead of experience being tied to ships, it is tied to ship commanders. When a ship is decommissioned or traded to another race, and that ship's commander has more than 0 experience, he is retained on staff awaiting deployment on the next new ship to be built. If a new ship is built but there are no commanders on staff with experience, then that ship is given a new 'green' commander. Instead of numeric le
I think there are other ships that are also either dead-end or can be bypassed, yet they all continue to have a use throughout the game. Just the fact they technology is dead-end is not a reason to justify underpaying the crews. ;) The 'obsolete' and dead-end ships can still be useful later in the game because: 1) They're cheaper on maintenance. 2) You can use them to knock off weaker enemies, allowing your newer/bigger ships to focus on the tougher ones thus increasin
Scouts have sensor range of 5 and much greater travel range than the star fighter, so giving the star fighter a sensor range of 4 wouldn't really hurt the scout at all. I'm just looking for some excuse to make star fighters after I have corvettes. Currently there is no reason to because they both have 1 maintenance and the star fighter doesn't have ANY trait that is better than a corvette.
In 1.03 now, we have corvettes that are simply star fighters with more defense and hit points. There is no reason to ever build a star fighter over a corvette, except as a gift to the AI. A suggestion: 1) Increase corvettes from 1 to 2 maintenance. 2) Increase star fighters sensor range from 3 to 4. This way we could put star fighters on sector patrols instead of corvettes, and save the corvettes for raiding and other tasks.