JavaCodeToad, Just a further clarification on what Cataleptic said: All work put into building a ship gets transfered to any ship you change your production to. Any work left over from building a ship is transfered to the next ship that planet builds. (yes, even if you select "nothing" for a few turns). All work put into building a social project stays with that project until it is completed. Any new project you switch to has its own record of work progress and conti
Lucky_Jack
Bill, I have a system very similar to yours but I don't have this problem. Beyond the suggestions made above, there are two places I would look. 1). Did you in stall the DirectX version 9 that came with the CD? If not, perhaps that will solve your problem. There were some problems discovered during the beta that were traced to levels of DirectX below version 8.0. 2). When loading the game, if you watch the opening movie cuts, are they relatively smooth (I still get one or
Colonized stars can be renamed easily. Click on a star and in the upper part of the star's planet list is a rename button. However, I see no way to rename individual planets, nor did I see any way to rename a planet during any part of the alpha, beta, or gamma test cycles. ~SDC~
This has to be a bug. Saving and reloading a game should not interrupt the flow of the game. This problem did not occur when influence was added in the Beta test, but developed later in the cycle. ~SDC~
"nearby" means in the same sector. ~SDC~
Sentry and Guard put the ship on stationary alert status. When on sentry the ship will return to normal status when a ship of any other race approaches within sensor range. When on Guard, the ship will return to normal status when any _enemy_ ship approaches. ~SDC~
I found I had to have my browser up and running to get those options to work. I mentioned it to the Stardock people while chatting with them, but I didn't send in a formal report of the problem. ~SDC~
I don't think this is a difference between SDC and any other method of downloading. I suspect the Stardock servers are swamped, and may continue to be so for the next few days. Stardock has told us some of what they did in anticipation of the load they were expecting starting yesterday, but I don't think they realised just how popular Galciv was going to be. I also think this problem will be short lived. ~SDC~
Go to the top center of the screen and click on the "menu" button. A screen will appear that has many options, including the "autoturn" option mentioned by Desslok. Another important option to your question is "next turn skips ships with moves". I play with both of these options off because I want a firm boundry between turns and I don't want to miss moving ships if I should accidentally hit the turn button too soon. All players new to Galciv should review all of those options as soon a
With what I heard from Stardock about how many new registered owners of Galciv there were just yesterday (over 1000 on the first day), I would imagine it will be difficult for stores to keep Galciv on the shelves, and I think you can also expect some delay from online retail sources as well. ~SDC~
Another factor that affects how well other races warm up to you is your alignment. It is easier to get a good race to cozy up to you if you are also good. It is also difficult to get an evil race to cozy up to you even if you are also evil. ~SDC~
Personally, I like the way it worked on GC/OS2 best. There, if a planet was not building something in either or both of its production queues, the unused resources were spread among the other planets. ~SDC~
FFAristocrat, If you trade a trade good to another race you are selling them a license to produce that good for their own use. They can not trade the license. Also you can trade each trade good you create to as many races as you like. ~SDC~
Augusten, Sorry for missing the joke. Cpt Picard would be proud of you. He would be angry at me for having skimmed over it so quickly that I didn't recognize it. 1. Trade goods are built only once. Once a race has built a trade good, no other race can build it. It doesn't matter which planet you build it on, but I would recommend building it on the planet that has lots of production capacity. I am not sure what you mean by "why do multiple civs have "unique" trade goods?". If
Nidaros said "Remember though, if you have several planets colonized in the same solar system, the population from the colony ship will be evenly divided among the planets." This is true of transports, but not colony ships. Colony ships unload only to the planet you select, whether previously colonized or not. (I just wanted to make sure a missunderstanding didn't develop.) Here is a brief summary of the morale model in Galciv (for more detail see the documents in the online En
Viewing this forum from a browser gives you access to the GalCiv online Encyclopedia (the left button at the top of the forum) which contains lots of documents that are very useful in understanding a lot about this game. But to cover your questions: 1). Trade goods (not trade items) are for trading with other civs. They are like patented processes that you can license to others for trade items they have, like money, influence points, ships, techs, or planets. 2). Without knowi
I really didn't see much point in specialty worlds in MOO2, but if someone found it useful, perhaps his/her strategy was built to take advantage of it. I would be very interested in hearing how John-Paul Riley's attempts work out. ~SDC~
Technician said "Every time a planets moral got low I bought them a social project." If you really purchased a whole lot of social projects, then you must have a whale of a lease bill every turn. Right? ~SDC~
"+ Adjusting the tax rate adjusts these threshold values. - UNVERIFIED" Adjusting tax rate doesn't adjust any threshhold values I know of. Perhaps I don't understand what you are trying to say here. "A planet's morale and your population growth skill sets the base population growthrate." The population growth of a planet is controlled by that planet's class and morale and the population growth bonuses you have gained (from your initial population growth bonus settings,
SDC under the software button. Right click over the name of the product and you will get a menu that includes the archive options, which includes archiving the product (e.g., Galciv core) archiving the product and extra files (I assume this means, for example, Galciv core, multimedia, bonus pack, etc. if you have downloaded them), or restore existing (i.e., unarchive what was archived). ~SDC~
So far I'm the youngest. I am less than 3 weeks from my 64's birthday. (You are only as old as you feel. Besides, retirement leads to your second childhood.)
To learn the game, or to have a truly satisfying unmercelous "crush them" game, set the AIs all on the lower intellegence levels. The metaverse makes adjustments to your score for what level of AIs you use. For a very challanging game, crank the intellegence of the AIs to the maximum, but I doubt you will be able to win the first few times you do that. ~SDC~
It can be done. But... The main part of Galciv is in excess of 83MB. That may take over 5hrs to download. The Multimedia is over 366MB which would take over 21hrs to download. This all assumes you have an excelent connection that can keep your downloading at 5kbytes/sec (about 40kbaud/sec). Other factors can increase the time. Also, SDC keeps track of what files it has already downloaded. SDC will resume with the file after the last one successfully downloaded.
StarDockCentral is part of what you buy when you buy Galciv. ~SDC~
Stardock has stated that they are not including any "designed in" cheats in the game. Also, the AIs don't cheat (personally I don't count giving the more intelegent levels of AI extra bonus points cheating). Stardock has, from time to time, posted some of the ways they are going to discourage user designed cheats, including exercising approval steps before submitions to the Galciv library appear there, and code within the metaverse submissions to detect the use of unapproved user mods.