Ralegh

Ralegh

Joined Member # 636022
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As reported in http://www.galciv.com/forum.asp?BID=GS&ID=71371, 2 bugs in how eco figures display: - "Tribute" on EcoStats is in credits, not billions of credits (so my Tribute at 493bc/m, shows as 4,294,967,231) - even 5 turns later, only the planet where the GSE was built is actually showing the increase in the economy % figure on the Planet Details screens. The others are getting the benefit, but still not showing the bonus correctly. [Note: the planet where it was build sho

363 Replies 17,837 Views

(a) Differences between the Domestic Policy screen and the economy statistics tab: - EcoStats doesn't show vessel maintenance or building maintenance at all (tip: fastest way to compute your vessel maint is to subtract the military figure on the EcoStats screen from that on the DomPol screen, which includes mil maint in the 'mil' category) - "Tribute" on EcoStats is in credits, not billions of credits (so my Tribute at 493bc/m, shows as 4,294,967,231) (b) I compared a full set o

4 Replies 2,821 Views

Inside the trade screen, in the cash popup, I would like a 'lock' icon next to each of the sliders. If I 'lock in' 10bc/m, then next time I come into this popup screen, I would like it to have scrolled tot he maximum months they will give me 10bc/m for. Alternatively, if I 'lock in' say 20 months, when I come in, I want it to start at the maximum credits it would give me each month for 20 months. (This would save a lot of silly mouse clicking.)

87 Replies 20,848 Views

'071 - if you resubmit a game (ie one that was valiudly accepted by the metaverse previously), you still get the "submitted successfully" screen. [I see this a s a quirk that we need to know about, not necessarliy as a 'bug' that needs fixing.]

363 Replies 17,837 Views

I want to see a little under the hood to help people understand the game etc. None of this needs to be intrusive, or be seen at all by players who don't look for it. On the Ship Details screen, I would like to see the originating planet (so know where to build the shipyard to help this ship), and an outline of how it got its bonuses - ie. ATT DEF BASE 4 2 BUILDER BONUSES +26% +26% (ie the planet) CURRENT CI

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I agree that we should continue play testing to see if the stack bonus needs tweaking. FWIW, I have been doing a lot of this in the last week, and some the cheesy tactics don't work so well in 1.05+ - for example, some defending ships know they are there to defend the planet, and stay in orbit... Still, as someone taking +ATT bonuses, starfighters are pretty cost effective for defender-clearing IMHO (well, so far).

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Nice hijack, Stofsk. I designed my methodology on gigantic maps, and have continued to use it on smaller ones quite happily. It goes like this: Usually manage by viewing the planet list, sorted by morale. Just running your eyes down the list is enough to tell ya what to do. No cycling through the planets. Rarely I will use some propaganda on a planet - I usually only micromanage to this level in the early games and on small maps. I tend to divide my planets into tw

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Yep - diplo was enhanced recently (1.04.059?) - I am trying maxed diplo with good ol tech whoring as my 'new' strat for maso/small-medium. Game going really well - works a lot better than without it, but results still irregular - I don't see the pattern yet. Certainly, minors are sometimes easier to take advantage of. ~SDC~

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You are right to be concerned. At this difficulty, you should be compentative (or more) with their growth, and if you are taking growth bonuses, you should be leading 'em. I am concerned with what you say about low PQ planets. I don't bother settling under PQ15, and I really only take PQ 15/16 to deprive the AI of them - they aint much use to me. If you are trying to run an empire with most planets under PQ18, there is your problem. For me, PQ20 and up - after my PQbonus/soil/hab -

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#7/#8/#9 - right on! Also: true to say PQ more important that pop for revenue AT THE START OF THE GAME. By the late game, POP is far more important. (But of course the amount of pop is closely related to PQ...) BTW, don't bother with the encylopedia thing on the 'undocumented economics' - its absorbed into ver 0.99.010 of the manual with lots of expansion. Frogboy had to retrain me to not talk or think about "potential production" - no such beast in GalCiv. If you are on 30%

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jus4golf, it adds up your scores and divides by the numebr of games your have played. So that 1200 increase you got: Staffa might have gotten like 50. A newbie (no other submitted games) would get it all - all 4800. Don't forget guys, older scores were always intended to get less and less valuable (decay? half-life?). Its just been accelerated a bit. (But I am on the record as one of the people who'd like to shoot my early scores/or count the best 20/or something) ~SDC~

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[quote]A lesser evil is the possibility of modifying score by total number (or maybe PQ) of the >15 PQ planets on any given map. [/quote] Lots of people have subtly mised the point of the original proposal (Staffa's I think - I just restated it) - Two issues, I think (lets see if I can put them clearly...): (1) Size of the galaxy is NOT a good modifier. It is the number of habital planets that identifies the "scale" of the universe you are playing in.(eg a medium with abundent is mo

86 Replies 2,849 Views

Given all Frogboy's comments about working over the arcean AI for ship tactics, is this a bug? They are attacking my main system and come over with 6 corvettes and 6 transports. They stack 2 corvettes and a transports in one square (good), 4 corvettes in a second square, and 4 transports on their own, up front where I can get at them... Bye bye transports. (And no, no good reason - all the units were stacked together the turn before...) I expected better at Masochistic! (Wan

363 Replies 17,837 Views

[quote]By having a cap, that means that any undiscovered flaw in the score system will also have limited value.[/quote] While I disagree with fsk+ on some of the other details, I think this is a superb idea. Our experience with OS/2 taught us to put caps in on the economy to limit the damage of unexpected behaviour. I think the same logic applies. [quote]Now, the question would be: How to determine when the Terrans are the unbeatable superpower? [/quote] I think that

86 Replies 2,849 Views

Yeah, I thout (c) had been here for a while, and that (d) got fixed a few versions back... but I really noticed them in this game. (C because I never built any freighters, and yet had 2 trade routes! after a while - hehe - heck, I never learned univ translator!)

2 Replies 124 Views

Just finished first game... (a) I got some crashes in windowed mode (I don't usually) (b) I pulled off a full rush again Tiny/Maso (never researched beyond phasers!) Lots of fun, and only took an hour fifteen. I won in May 2185. Score 384. (c) On conquering enemy planets, I inherited their trade routes (ie. from the conquored planet to some other AI planet) - maybe i just hadn't seen before. (d) Delighted to see attack bonuses flowing from shipyards etc, although they didn;

2 Replies 124 Views

I agree with Staffa that I would prefer the scoring system to ignore tech, pop, tg/wonders, etc. That is how I reach the win, not the quality of it. In order of impact on the score, I think the factors should be: (a) AI of opponents (b) galaxy size (a minor multiplier to give extra rewards for large galaxies, countering the time penlity for those sizes) (c) "quality" of my empire as a proportion of the galaxy (sum of the PQ of my planets/sum of the PQ of all planets over PQ

86 Replies 2,849 Views

[quote]How do you get more resources other than taxes?[/quote] (a) A large part of the revenue at the start is based on PQ - later in the game pops are so large they outweigh it, but at the start a PQ 20 is worth about 6 PQ15s. So, build Soil Enhancement, and Habitat (and they dont cost maintenance!) (b) Help your economy - get diplomacy so you can go up a government type (that gives you 20% extra economy etc), and build Banks (they dont cost maintenance! and increase economy!)

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I would really like a medal for "beaten all size galaxies at this difficulty level" (ie crippling or maso) and "beaten all difficulty levels for this size galaxy" (ie. small or medium). This lets you be visibly a super-expert at either a level of difficulty or at a map size... (And everyone who wants to can earn one.) Anyone else think these would be cool? [Message Edited]

39 Replies 1,277 Views

Hmmm. Very interesting complaint. I see your comments as very appropriate. Please just be aware that: (a) if you had a stronger military ranking (ATT mainly, but some def) AI would not attak you so much and (b) at higher levels of difficulty, repulsing the attacks is much harder. I suggest you increase difficulty to crippling... And good luck when you do! (You'll need it!) ~SDC~

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Try mercantile with max diplo, some eco and rest trade... (trade payoff is late game...) [Message Edited]

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Blurgh - advice on this thread is hard to take. population increase = (roughly) current population * (1+ pop growth multipier) * multiplier for morale You get 1.03 for morale 54-99 and 1.06 for morale 100. So morale 100 = greater pop growth. NB: Morale is greatly affected by the pop-for-pq effect (people like wide open spaces and resent overcrowding), hence the better your PQ, the higher pop you can support at reasonable morale. Hence, contrary to everyones initial thoughts

10 Replies 2,676 Views