Question: What would happen if McDonald's built 10 restaurants on a single block? Answer: nothing more than if they built one. The reason being that there are only so x number of people who will go there no matter how many they have. Question: What happens if you built 20 starbases in a sector all with max cultural influence? Answer: Every one gains maximum benefit. WHY? If you read what the cultural expansions are you will quickly realise that even if the
Solitair
I would like the diplomatic option of threathening another country not to accept the surrender of a third country. If I am at war with empire A and it decides to surrender to empire B, I want to tell empire B that if it absorbs empire A then I will consider it an act of war. Paul.
Brad, While I agree your solution would help I don't think it solves all the problems. I can still build a second/ third/ fourth starbase and increase my influence in a sector. I just have to max the first starbase before building the next. It will take longer, but eventually we'll be back to multiple starbases in a single sector. And just wait until they can be moved. I can see the move all my starbases into a single sector strategy being used. We need to limit the maximum bonus b
Suggestions to control starbase expansion. (a) Limit the range of starbases to a single sector no matter what techs are researched. This would expand them from your controled sectors gradually. (b) Only allow starbases to be built in setors you control or have a system in (c) Only take the highest bonus from starbases in a sector. ie. if you have 5 starbases you take the best upgrades from them not the sum of the upgrades. Mined resources would be seperate. (d
Brad, the minors still start with about 5000 cash. This gives them a major starting boost. Paul.
At the moment there is a noticeable problem with balance versus galaxy size. I've now completed beta 3d games on all galaxy sizes and the following balance issues arise. tiny and small galaxies - influence victories are too easy. I've won games within 100 turns!!! - resources are about right medium galaxies - best all round balance. - too many identical resources leads to walk away victories. large and gigantic galaxies - influence is perfect -
Not even an average! It's more complicated than that. I would prefer seperate metaverse tables for each galaxy size though. It's a totalyl different game to play depending on galaxy size and small galaxy players will never comete with large galaxy players on score. Strategies will also need to be different. Paul.
I like the idea of the benefits changing over time. paul.
Brad, the minor races also seem to have a hell of a lot of cash early in the game. Do they recieve a much larger starting amount? If I need cash I look for minors and trade. They always have more than the majors. Paul.
You already can disband colonies. From the planet screen, click on the details button and a new screen appears. On this screen you can click on destroy colony. Very useful if the enemy is about to invade and you have no chance of defending or winning it back. Also very useful for using poor planets as range stepping stones. Destroy once a better planet is reached. Paul.
There is currently a lack of galatic information in the game. This would help immerse the player in a living universe. What I would like to see is. - messages when another race declares war - messages when another race builds a trade good - requests for assistance (in war or peace) -this could open the trading screen with a pre-agreed request and you bartering for fulfilling it. Could have good/evil consequences. - could be military assistance, trade good, money in
Something which I feel would improve the game further would be a greater feel of ownership of space between planets. At the moment space between your planets can become quite cluttered with many alien ships passing through, alien starbases being built, and even wars being fought between other empires in your space. I would like to see this reduced somewhat. Options to achieve this are (a) add a no new alien starbases in sectors you own UP issue (b) allow a sta
I love the influence in the game but feel that something is missing. What I would like is more of a feeling that you the plaeyer are actively taking part in the influence side of the game. What wouls achieve this for me would be a message screen telling me that planet X is considering joining my empire. I would then be giving the option of spending some of my accumulated influence (gathered for the UP) on that planet over the next year to help influence it to join my empire. Obviously it's o
I like flagship idea. Lots of later expansion ideas. When you say strongest ship first does that take current HP into account? A powerful avatar with 1 HP left would not be my idea of the strongest ship! Paul.
nasty!!! Perhaps the option of refusing a revolting planet? The AI could then refuse any useless planet. Such a planet would then have to remain in the original empire or become independent. Paul.
Once the end screen comes up (when you win or lose a game), switch to the desktop, connect to the internet, switch back to Galciv and click done. A submit screen should then appear. Stardock, a message needs to be added to the game to tell you this!!! Paul.
I think it's looking like a classic, but I agree some things could be easily added. Influence is great but works too automatically. You need to feel that you're activally influencing another world to join, not have 4 of them join in a turn. I'll post a seperate thread on this. Empires need a greater feel of space ownership. At the moment you often have lots of enemy or neutral ships passing through your sectors. Some form of reducing this would be nice. It would bring home the
Sounds good. Paul.
Brad, I am a big fan of common sense. Infinite size transports for a smallish fixed price annoys me. Setting a transport size limit (possibly allowing bigger transports at higher techs) appeals to me. The problem is allowing your limited size transport to invade a huge system with some chance of success. Having to send lots of small transports is micromanagement. A solution is to treat the transport as a fixed number of trained soldiers (perhaps 1B) and add large soldie
Pat, you don't have to be connected at the start. I usually only connect tothe internet when the victory screen appears, BEFORE I click for the submission screen. Just ALT-TAB, connect, ALT-TAB back and then submit. Works fine. Paul.
Brad, you could always just compile the old C code for windows! Probably need some changes though, Paul.
Perhaps there should be a limit on the fraction of a system that can be launched on a transport or colony? Maybe only 50% are available? (like Master of Orion). Paul.
If your moral collaspes like this and your treasury falls to -500 then SELL things. It's the only way out of this problem. Other races will pay lots for good technologies or a planet. Usually a decent ship or two will be enough. Paul.
0I note that every day or so there is another suggestion to change the value of this or of that parameter. It could be nice to have all these parameters changeable in some game mechanics setup screen. some suggested parameters to allow change would be range modification factor random planet event frequency space resource frequency space event frequency new space event frequency ... This would allow for all those extra settings without cluttering up
Master Lame, to answer your last question you need to consider the whole economic situation. Each planet has research, military and social spending POTENTIALS. If you set spending at 100% and your sliders to 100% on research/military/social you use ALL of this particular POTENTIAL. Obviously you can not use all three types of POTENTIAL to the max simultaneously. Planets can often have different amounts of research, military and social POTENTIAL. Your empire as a whole however only