Foslex

Foslex

Joined Member # 1985581
1 Posts 17 Replies 284 Reputation

3. Changing focus of production facilities on a planet should be limited (as stated, you can't have your dock workers turn into scientist in a second). So either delay it (full effect in a few turns) or limit it (say only 50% military production can be diverted to science) The second option you have here is

120 Replies 134,114 Views

You're increasing your approval but lowering your income. Plus you're spending all of that money on the ships to kill your people. I don't think it's too exploitative. Cruel, perhaps. But not game-breaking.

10 Replies 13,398 Views

It's a Social Project. Click on a green tile on any colonized planet and find the shipyard project. Once it's done you can start building those ships from that planet.

3 Replies 3,684 Views

EDIT: After thinking about it, it seems to me that things would make a whole lot more sense if the sliders represented the percentage of your income you spent on each item (up to capacity) instead of the percentage of capacity you use. What would the downside be? Far easier to follow and it doesn't lead to screwed up results like

8 Replies 17,555 Views

EDIT: After thinking about it, it seems to me that things would make a whole lot more sense if the sliders represented the percentage of your income you spent on each item (up to capacity) instead of the percentage of capacity you use. What would the downside be? Far easier to follow and it doesn't lead to screwed up results like

8 Replies 17,555 Views

EDIT: After thinking about it, it seems to me that things would make a whole lot more sense if the sliders represented the percentage of your income you spent on each item (up to capacity) instead of the percentage of capacity you use. What would the downside be? Far easier to follow and it doesn't lead to screwed up results like

8 Replies 17,555 Views

Brad posted on a different thread that you can change the unit of time pretty easily as a mod. I know nothing of modding and don't feel like starting today, but it's out there. Which means... it'd be a cinch for Stardock to change it! Bard also said that he prefered weeks as a time unit when compared to years (I agree). He didn't explicitly talk about months one way or the other. I hope that that's the kind of mod change we can

81 Replies 37,588 Views

There's no point in bringing up Civ on this topic. That game has to cram 4000 years into about 400 turns and has to at least attempt to make its tech levels match historical years. GalCiv is set in a fictional galaxy hundreds of years into the future, and the measure of time can make internal sense without weird play balancing issues. You don't have to worry about ship travel making sense time-wise because there is no such thing as "hype

81 Replies 37,588 Views

I would like a GNN entry when a planet that was building a wonder or trade good can no longer build that project due to a rival completing it. "Earth was building Diplomatic Translators and could not complete them. Now building: AnotherWonderTheAIWillBeatYouTo." As it is now, the project is deleted from the queue. If there is more to build the planet goes on to the next project, if there is not something queued up though it jus

894 Replies 382,007 Views

I think they read most everything, but it's probably best to put any suggestions in the appropriate thread that's already been made. Thus they're spending less time digging through new posts to read the same ideas they've alreay been given, so they can focus on reading the same ideas they've already been given in the threads they have bookmarked. That saves time for making the exact changes that people will begin requesting en masse afte

4 Replies 5,667 Views

Espionage is reached through the main diplomacy window (the first tab). Click on a leader portrait, and underneath of their image on the lefthand part of the window you will see an espionage slider. Put that slider to a greater than zero amount and you'll begin spending money on eventually gettting access to their information. When you reach a point that you can access more information about the civ, you'll get a message telling you so. I

13 Replies 8,847 Views

They are starports for me, and will churn out either constructors or small fighters indefinatly. One starport and the rest factories on a planet with no bonuses that's lower than around PQ 6

29 Replies 23,284 Views

You can find your exact alignment on the graphs screen. There's a "government and allignment" tab. I wouldn't mind more in-game events impacting alignment, as now it's only the ethical interludes that do so, but I don't really want war declarations on that list. I remember Stardock saying for GalCiv I though that it's just assumed that your empire believes the reasons you are declaring war are for the greater good in the long run

7 Replies 13,611 Views

I would also like monthly turns. Just simply replacing the word "week" with "month" every time it appears, and not changing the gameplay whatsoever. I agree that it's just a little immersion thing, the turns it takes things to happen just feel more right if you think of them as months.

81 Replies 37,588 Views

The UP proposal in which volcanic activity has made a planet habitable, and the council decides which civ gets to have it came up. The text read something like "...blah blah on planet has made it habitable blah blah." With no planet named. The vote went in my favor, and I had no new planet when it was all over.

317 Replies 89,459 Views

I always thought that in GalCiv 1 when you were out of power, then your bonuses were applied as a penalty. I don't know if that ever was the system, but it sure made sense to me when I thought it was the way. Applying the other partys' bonuses as a penalty is, at the very least, counter-intuitive. It makes little sense for the war party's ascension to mean all of your warships are now amazingly more terrible. If your own party

38 Replies 40,166 Views

The problem with just turning the sensor display off is that the AI still knows where every civ starts out because it can "see" the same info we can. It really should simply be information that we don't know. Also, starting a new game from the main menu always defaults to the influence display being on, which means you have to turn it off after you begin and Ctrl-N (not a big deal, but annoying when my first start has a few great bonus tile

9 Replies 12,596 Views

I wasn't talking about research points generated on planets. What I said was, "you need to either consider your social improvements and research such that every planet is always upgrading to something new." Which means making sure to pick up, or trade for, techs that allow you to upgrade facilities that you have on your planets from time to time. Only my most productive planets (Mfg. capital and one or two others perhaps) EVER have idle soc

12 Replies 13,120 Views

I'm pretty sure that the game is meant to be that way, just like it's meant to not have individual sliders for every planet. You need to either consider your social improvements and research such that every planet is always upgrading to something new, or strike a balance between building improvements quickly on lesser developed worlds and not wasting too much production on the rest. The fact that idle military production is not

12 Replies 13,120 Views

Is this happening to such a weird extreme for others? Today the Drath gifted me an Economic Resource starbase to help with my war against the Drengin. The Drath were not currently at war with anybody -- so the starbase wasn't in danger. And their economy was among the bottom tier in the galaxy WITH the starbase... why would they do that? If they had given me a military mining base it may have made morse sense to me... or a reg

1 Replies 4,988 Views

I would appreciate if the "Cinematic" view on the battle display would hold its views for a little longer. Sometimes the camera switches around so much I get motion sick. Each view could linger two to four times as long, in my opinion. Also, there already IS an option to turn off the display of hardpoints in ship design to see what your ship looks like. it's the round button on the bottom left of the rotate view display and it works exact

894 Replies 382,007 Views

I would love a screen that lists the techs the other civs have which you don't, and those that they do not have that you do. Some users modded Civ 4 advisor screens to show this information, and it is MUCH nicer than calling up each leader, one at a time (especially in games with lots of minor civs in them). Being able to see at a glance which civs are potential trading partners would cut down a great deal on the relative tedium of the tech

894 Replies 382,007 Views