Tim57

Tim57

Joined Member # 724700
0 Posts 0 Replies 417 Reputation

Unfortunately, most humans just aren't prepared to do what it takes to make drengin work. Niether are they generally willing to allow them to do most of the things they regard as entertainment. So if they won't work in the fields, labs or factories, and your entertainment centers are no good on them, why leave them alive?

47 Replies 22,203 Views

Actually, you can have black holes smaller than you can see. According to the latest theory, there should be infinite numbers of them poping in and out of existence at this very moment.

41 Replies 43,840 Views

actually, the universe was created as a single point, and has been adding more (emptyspace) volume ever since. The observable/interactable raduis of the universe is about 15 billion light years. I think there's some invention that allows rogue terrorists to destroy races, and that all races are thick enough to have terrorists.

40 Replies 36,503 Views

The standing army effect would be neat, but only if changing it costs money. Particularly training more troops, but they don't have jobs strait after they get demobed. How about a weekend warrior option - up to two per professional soldier, three quarters effectiveness?

14 Replies 8,142 Views

Immortality discovered! But, how do we feed them all? (It's based on a small weed from Deneb IV). Part of your empire breaks away to form a new civilisation. Breakthough - delivers a random part of the tech tree to you. Pork barrel politics - reduces civ's economics ability

20 Replies 29,458 Views

I think it could be more fun if minor races had an actual mechanical reason to be minor. 1) Technological blinders. For some reason, one of the technology trees just doesn't work for this race. They can't understand it, even if it's explained to them. They can't buy it. Logisitics, or computing for example. 2) Pacifists. Not a human playing at being a pacifist, but a race that can concieve of violence in only the most abstract terms. (weapons and defenses cost 25% extra

45 Replies 23,162 Views

Moving virtual money from one planet to another is only any good if that virtual money can be spent in some way that is to the reciever's advantage. ("The reciever" can include all planets outside of the blocade, not just one). There does seem to be some sort of consensus that it should only be military ships though.

52 Replies 27,759 Views

1) The purpose of a blockade is to hurt the enemy economically. 2) The effect of a blockade is a) to prevent a colony from finishing starships (when calculating whether to finish ships, check if you're being blockaded, if yes, then set the ship finish date to next turn. Keep doing so until the blockade is removed. b) To prevent whatever that planet pays it's taxes in from reaching the treasury. Medical retroviruses, silicon chips, platinum ba

52 Replies 27,759 Views

I've got another Idea. How about a "star fighter" module for starbases, which intercepts any other ships within some distance, and turns them back. The idea being that you'd have to declare war to move through that territory,

13 Replies 10,578 Views

I have an alternative suggestion. To blocade a planet, the planet must have no ships on it. Then, just put your ship in that planet's orbit (just as if you were guarding one of you own planets). Voila! I'm not sure what the effect should be though, maybee you loose your tax revenue or something.

52 Replies 27,759 Views

I don't think dodging lasers, missiles and bullets is going to get you very far by itself. Well, no. You dodge like crazy and shoot at them at the same time. This gets you further than standing still and shooting. (note: - you don't have to see it coming in order to dodge it, just follow a random evasive course. The level probably indicates you ability to do so, and how far you can push this while still being able to use your weapons effectively).

13 Replies 7,589 Views

I'm pretty sure that both 0 armour and 0 attack are valid under the galciv approach. A disengage tactic could not precipitate a division by zero error, since a ship can only disengage if it is faster than the attacking ship. Actually, in galciv, a ship could make a number of attacks equal to it's remaining move, so perhaps 5 instead of 10.

32 Replies 21,968 Views

This seems to bring up the question of whether there should be a disengage tactic. Perhaps unarmed ships should automatically attempt to disengage - ex. (k/(difference in speed)) rounds to beat them, whith k starting at 10 (too lazy to make it ship dependent). The attacking ship does 10 rounds of damage, and the combat ends.

32 Replies 21,968 Views