Qui-Gon Jinn

Qui-Gon Jinn

Joined Member # 611955
0 Posts 0 Replies 620 Reputation

[quote]How did KEmperor get 100% of the vote?[/quote] There were 3 positions open, thus each person got to vote for 3 people. 100% of the voters voted for KEmperor along with 2 other candidates. I still think we should have divided the number of votes by the square root of something or other, but hey, that's just me. [Message Edited]

3,209 Replies 79,430 Views

The number of starbases per sector might work with the current game mechanics, but.... I believe that Frogboy mentioned something about letting starbases have a circle of influence, rather than relying on imaginary (and artificial) sector lines. If that idea were implemented (and most of the comments about it were very supportive), then the number of starbases per sector would be meaningless. In this case, the rule should be that no 2 starbases could have an overlapping area of influenc

75 Replies 4,057 Views

Yes, Eradicus has a good idea here. I would vote for that. We do get to vote, don't we? ;) Another way to go is to group players based on the number of games submitted. The reason new players are behind isn't so much the skill level they are playing at, but how far behind they are in submitting. It doesn't matter how good you are, if the marathon started an hour ago and a bunch of runners are 10 miles ahead of you, what chance have you got?

13 Replies 394 Views

purefx, In a way, yes. I realize that this wouldn't appeal to everyone. It would go to the next level. Are you mananging the individual cititzens lives in galciv? No. Does that mean that the game is playing itself? Well, yes, that part of it. That frees you up to do other things. Do you think being a real galactic emperor would be boring? After all, you wouldn't get to do all the things you do in galciv, they would be way beneath your level. (Although you still could do them, just as in my g

8 Replies 718 Views

Me likey. This would solve many starbase abuses (especially by me) and result in a more realisic game all around. Edit: BTW, my last game end up with a population of 1.9 trillion , playing on maso huge and culture flipping the A.I. [Message Edited]

75 Replies 4,057 Views

I asked for this back when the beta was first released. To be able to relocate a rally point would be a huge time saver. Creating an new rally point and then updating all the planets and ships en-route to the new R.P. can be a bit tedious.

17 Replies 298 Views

Yes, I think that it does become more of a simulator at some point, which isn't a bad thing as long as there is still stuff for you to do. There would have to be a simulator running underneath the hood in order to free up the player enough to have an emperor-like experience. Your ideas are good examples of the kind of things a real emperor (and his wife) would have to deal with. One other point. Multi-player games could be very interesting... my scripts and empire "structure" running ag

8 Replies 718 Views

After playing a dozen or so games of GalCiv, I think it is a great game and is a lot of fun and (from what I can tell) seems to meet all of its design objectives. And it continues to grow and improve thanks to a dedicated development team. Having said that, I'd like to open a discussion about what a true galactic empire game should be like. I don't think it has ever been done before. Moo3 comes the closest, but it ultimately failed because it wasn't willing to give up it's Moo1 & 2 roo

8 Replies 718 Views

Star Pilot, I agree that there are some people who whine too much. I just wanted to point out that not all people who post game improvement suggestions are whiners. A point on which we seem to agree. Maybe I was a little defensive :p , because I like to post my ideas on how to improve the game. The are not meant as complaints. No game is perfect, nor will there ever be one. As far as what improves a game, well, I think the metaverse is an important aspect of the GalCiv. You d

130 Replies 2,876 Views

That's right. In earlier versions you couldn't stop another race from sending their freightors to your planets. Another nice trade related feature is that you can now view another races trade routes -- if you've invested enough in espionage.

5 Replies 283 Views

Overpowered? Well, not for a device named a "Terror Star". Maybe if they were named "Anxiety Stars" or "Somewhat Alarming Stars", then they'ed be overpowered. I do agree, however, that there should be diplomatic consequences for building and using them.

14 Replies 519 Views

I've never used alpha-strikes. Resources become available as the game wears on, no need for this cheese. The influence cheese is not needed, but it saves a lot of time. An alternate strategy is just build a lot of Antimatter missles and wipe out the A.I.'s navy and invade planets.

39 Replies 847 Views

Discussing something in a rational way is not whining. There is nothing wrong with striving to make a good thing better. Yes there are some who write to whine and complain. But others are writing in a good-natured attempt to make things better. Sometimes, the only difference between the two is in the attitude of the person who reads it.

130 Replies 2,876 Views

I'd hope to see the designers focus on game mechanics that are truely unique to exploring and colonizing space, not just analogies of planet-based terrain. Things like stable worm holes, or black holes that can be used to "slingshot" ships at tremendous speeds come to mind. I also think they could make better use of the variety of star and planet types that this game has. Right now they just serve as eye-candy (yes, I actually used the term "eye-candy" in talking about GalCiv :) ) Why

49 Replies 1,158 Views