Raw production goes right to cash, that's helpful. Tourism goes to a separate pile, but you have to to increase your influence area, and your capital planet counts double, so build your tourism improvements there and keep conquering planets to expand your influence more. The major determinant is population happiness- the more buffer you have in happiness, the higher you can raise taxes, and the more money you can bring in.
dlapine1
[quote who="icedanno1802" reply="5" id="3773374"] Thanks for the tips. I've spent quite a bit of time looking at the advice on other sites, and I think I have a sorta ok handle on the game. Trouble is, EVERY game ends the same way. Someone declares war on me, and then sends in fleets to wipe me out. Takes me 6 or so turns to crank out one Medium ship, and they have several FLEETS of ships, all with better weapons, defences, etc. Fun ga
Welcome to the community Icedanno1802. Here's some suggestions. Start a new game with non-default conditions - try it with a large galaxy to give you some more room -set the number of opponents to be lower, maybe 3 or 4? - set the game level to easy - Play as the default humans Once you're in game, some things to try - be willing to redesign ships (the functional bits) to use that new tech and optimize for cost - you need to
Are we now looking at a delayed release date due to the current circumstances?
Humans have a tech that allows for the construction of a planetary improvement to add admins. There are also some nexus mods to add buildings for other races- These scale well with extreme sized galaxies, as you tend to have lots of planets
Are you playing the game with any modifications? Or just as downloaded?
Oh yeah, one other easy method to deal with morale issues - play as the Yor or one of the other synthetics- they have no morale issues as they have a base approval rate for their race at 100. :)
There may also be some pressure by population limits - as you get closer to the planetary limits, the amount of unrest increases. Simple fixes to address the issues reduce the tax rate (and watch the indicator for civilization morale% in the upper right corner for immediate feedback) reduce the population on any planet below the (dis)approval rate add morale improvements (entertainment center + market centers stack nicely) mine morale
I'd submit that it's cheaper and more effective to build cargo-hull scout ships with decent speed and radar ranges than to add radar modules to other ships that are eventually consumed. It was critical with "FoW enabled even in your own territory" to maintain radar surveillance to avoid surprise attacks, but it's still more efficient to have dedicated scout ships doing the explore part.
Wow, the Yor are fun. No morale to worry about, and population limit is simply equal the PC. Building pop is kinda painful but if you have access to durantium/promethium, it's not a big worry. What's weird is that playing as good ideology is really helpful to get "free" pop (a col with 5 and later a +2 per new) for expansion. If I had a suggestion, I'd add a tech later in the game to cut the population build cost by 50% to keep up a bit with all those pesky organics th
But yes, building all construction improvements around your capitals results a direct increase in the total raw production for a colony in retribution. to recap, to get more raw production on a colony, you have 3 base options: build construction improvements adjacent to the colony capitol add population (+1 per pop) mine asteroids within 10 hexes (+1 per then, benefits outside of 10 hexes taper off with range)
A side note- this clears up once a ship with sensors touches the affected area. Some issue with the FoW code that uses influence area?
Don't think that adding logic and verification to do 3D is anything trivial at all for the developers. For me, just adding a 3rd dimension isn't necessary. Would also worried be worried as Galcivius is about further performance hits due to the extra path-ing and AI considerations. It's not an easy option to ask for.
Hmm, that sounds interesting, I'll need to try that setting for a slower paced, large map game, and maybe give the Yor a look see. Thanks for detailed review.
The state of art AI learning is impressive, and having some ML routines built in to GC4 would make a lot of sense for some gaming conditions. Stardock could do training runs on uploaded games and send up updated AI intelligence's. Possible do that for some custom civs as DLC. I've got a couple of spare cores to do inference look ups during my games...
Um,had a thought. The game will need to be able to write to the "...\My Games\G*" location- if it can't, that's the base cause of your issue. Not sure why that might be though.
[quote who="nichog" reply="2" id="3763161"] Game has not been installed on this build before, so yes it is a fresh installation. No, purchased the game originally via stardock, have CD's for collector's edition. Yes the preloader appears, after some digging found out game is NOT creating the saved game directory. there is a exe, Stardock CrashLog64(32bit). Stops all processes. Again, the game is not creating a folder under my documents\my games\. I will try manual
Some basic questions- Should we assume that with a "fresh install" that the game was previously working on your system? Is it a steam license? At start are you even getting the stardock preloader?
[quote who="PitttBull" reply="8" id="3760449"] Thank you for clearing this up for me. Just d/l the Mercs. [/quote] Sorry, I didn't consider that you might not have it. :) Enjoy! Finding the Bazaar and buying the ships with large sensor radii early can be a game changer.
In the game have you "found" the bazaar? It doesn't show up until you find it one in space. There's one near every civ capital. Sometimes my explorers find the bazaar station first, and then I know that a civ capital is nearby.
Thanks for documenting it, good to know.
Shoot, maybe civs facing surrender could seek asylum with a nearby minor civ- give those minor civs something to do
[quote who="kenbredding" reply="90" id="3759339"] Quoting dlapine1, reply 86 Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This
Please correct me if I'm wrong, but can't you just disable surrenders in the options to avoid the wholesale planet destruction? Takes a little longer to finish conquering them, but not much, especially with influence stacking as planets fall. This is only an issue if you have surrenders enabled, no?
Ah, look at the upper right corner of the civilization screen and watch the overall happiness indicator to see the immediate effects of the taxation slider.