Just as an opinion; I think a Precursor Library would be so game altering that I can understand if they chose to remove it from the game. 8 research centers on turn 2 would be an amazing leg up early game. Admittedly, 8 manufacturing centers gives a huge leg up as well, but I think it's less impacting than 8 research centers shooting you through the early tech tree.
Jim Frazer
Sorry, didn't mean to muddy the waters by throwing 1.1 Beta stuff into the mix. Just wanted to note that things will likely change quite a bit when 1.1 is released for real. With 1.0X, I experienced the same issues. Building more than 1 farm seemed worthless since my choices seemed to be have 2+ farms with a 49% tax rate to keep my citizens happy, or 1 farm with a 59% tax rate. Since citizens only generate cash, it seems to be a wash in t
Things change quite a bit with the 1.1 Beta patch. It may get tweaked before it's released, so take what I'm about to say with a grain of salt. - Morale has become easier to keep high in general, making it plasible to maintain a high population on a planet without having to build a bazillion morale boosting structures. - The economic model has been tweaked to increase tax flow. - Citizens also don't mind taxes as muc
Hmmm, I thought I had posted this in Bug Reports. Oops, sorry for the wrong forum.
Since installing the Beta 1.1 patch, I have very rarely experienced a CTD during planetary invasions. My screen goes black, flickers a bunch of times, and crashes to desktop. I'm able to see a small area around my cursor, and I've noticed that things still progress in the background before the crash. This has been extremely rare and only seems to happen after I've been playing 3+ hours (which is more often than my wife would like). So las
Gotta ask though... what does it do? Construct faster? Higher attack/defense? More hits?
I love the influence war. I don't know why, but the way it cascades at the end is such a pleasure to watch. The way I prefer to do it is to get a solid core of influence heavy planets, but not research any of the influence boosting techs. Then, as my borders are starting to encompass a few enemy planets, I research the influence techs in quick succession and watch those planets quickly rebel and join me. Those rebelling planets spread m
As pointed out, you build an Industrial Capitol as opposed to just setting it. You can also build them for Research, Economics, and Political (after researching the proper techs). In the release version of 1.1, you will apparently be able to declare a specialization for each planet, which will result in an X% boost in production for the given choice. For example, you can declare a planet as a Military Production Planet, which wil
It also depends on if you are playing with the beta patch or not. With the beta patch, you need to expand fairly quickly, but also need to let your planets repopulate between colonizers. The new population growth (3% instead of 20%) really hurts if you expand too fast. At least, I need to expand more slowly now. The first thing I do with every new colony is buy a factory. After that, I let the colony build it's own stuff. But without th
Bugs I've run into so far: - Only happened once, but the BC cost of my espionage was not showing on the race relations screen. After closing the screen and bringing it back up, the cost showed correctly again. Haven't been able to reproduce this yet (which I know sucks for debugging purposes) - I had a military rating of 356 and the Yor had a rating under 100. Yet they declared war on me. They didn't do anything, just kinda sa
Exactly. Both of the Lucky Rangers have something like 6 Photonic Torpedoes and 4 Defense Drones (something like that; real high level point defense), but the quick-stats don't reflect this. Definitely not an eye candy thing. The ship details list the missile attack and missile defense components, as well as the mass drivers and armor. However, only the drivers and armor show up in the quick summary screen.
First, the fun part. I played several games in a row using the Lucky bonus on a Large map and never really seemed to get anything special.. Then last night I started playing a game on Huge using my same racial bonuses. Chugging along at a steady pace fighting a stalemate war against the Iconians when I get a splash screen telling me that I had found a Ranger. Sweeeeet. I start moving my new Lucky Ranger to the front line and before it gets there (
The reason Gal Civ combat is different? Because this is Gal Civ, not Masters of Orion. MOO2 is still one of my top 10 favorite games. But I don't want every game to simply mimic it. In the same vein, I enjoy the real time part of Total War, but I don't reduce my love of Civ IV because it doesn't switch to a real time mode for combat. Total War is designed with real time in mind, while Civ IV is designed to be a sweeping epic
Are you using a +PQ racial trait? I've been having some strange PQ behavior using a Terran build with +PQ. Pretty much exactly like you're talking about. A base 11 PQ planet was still an 11 PQ after 2 soil enhancements.
Unless this becomes a multiplayer game, I really don't see the need for racial balance. You have the option to choose which races you play against (well, not even a choice. You need to select what you're playing against). Short of people playing hordes-o-Yor to run up high Metaverse scores, I don't see a problem with some races being stronger or weaker than others.
Wow, yeah, I'd dance a little jig if I was making a grand a turn and had a functioning set of colonies. (well, early in the game. Usually late game I'm making around that because of the insane Terran trade money). My main suggestion is to have a couple of specialty planets churning out cash. If I luck out and end up with a planet that has decent PQ and 1 or 2 moral boosting tiles, I usually turn that into my cash factory. I
Mine was pretty simple. I was looking at screenshots at work. My boss walked into my cube and asked me what I was looking at (you know, instead of working) and I told him about it. Showed him a few more screenshots, explained how much you could customize the look of ships, and viola, he ran out to the Best Buy down the street and bought it during lunch.
Hmmm, yeah, colony logistics is a really good idea for an addition to the game. Start with a max number of planets based on map size (4 on Medium, 6 on large, etc...). It makes early colonization still important, but it reduces the impact of a slow start. And really, it makes sense in a "lore" kind of way. Your race is just starting to colonize worlds. The central government has a hard time coordinating interstellar governance at first, but as it grows and learns, it can handle mo
Hmmm, well, unfortunately after the new patch I still CTD'd on my first planetary invasion. The app didn't shut down, it just locked up and went black. When I windowed out of the app to shut it down with the task manager, I noticed that it was taking up 522 meg of memory. Not sure if that would be related, or if it's just a case of GalCiv using all the resources it's allowed to. I'll send in my debug file ASAP.
I apologize if this has already been reported. I've searched the forum and attempted to find if this has already been posted on here. When I attempt to invade a planet, the game brings up the invasion screen with the forces on either side. Then the screen goes black and the only thing I can see is a small area around my cursor. When I move the cursor, the window of what I can see comes along with it. If I find and click the button on the invasion screen, it seems to process norm