The base is 100. It's 200 with 100% approval. They already slowed it down in a patch compared to release (i think it was 250 base). Rarely have i had an invasion kill only 1 billion of my population (unless i've way ahead on tech and soldiering). If it was any slower, you'd probably win before your planet recovered from a late game invasion.
syneris
If it's a planet I want to keep, start on getting a transport heading to it. Population will still be pretty small after the loses from taking over the planet. I haven't had the AI destroy anything after an invasion, so the planet should be mostly the way it previously was. If I don't care about the planet, destroy the colony or sell it to a friendly race.
It's been argued that a point against defence is that it can be unlucky. At a stage in the game when attack and defence scores are high compared to hitpoints, one low roll on defence, combined with a high roll for the attacker, can be crippling or deadly. The sad thing is that i've had a huge ship wit
Where exactly is your spending going when your economy falls out? Like one poster said, building transports takes away from your taxable population. Newly conquered planets have an initial maintenance of 12bc, but only have whatever population survived the invasion to provide taxes. You could ferry some population from a planet at it's population cap over to newly conquered planets to help increase population growth. Using the focus option on
First turn I buy an entertainment center. I set the tax to slightly under the break between 100% and 99% approval. My spending is either at the highest without having negative income or 100%. I'll either set my research to 100 or 50/50 it with social. I set my flagship to autosurvey unless there is a specific star i want to explore first. I move my colony ship it's 2 dinky spaces towards a visible habitable planet or a promising nearby star. Once it's
For example, restricting SURVEYING does nothing because all the anamolies (even at max) are taken up before the first year... I'm playing a gigantic game with abundant anomalies and 5 AI. It's been quite a few years already and i'm still finding anomalies, though i've almost cleared them all i think.
Second, even if it was better to design your own ships, are you seriously claiming that I am REQUIRED to do my own designs!! If you want to effectively win at harder difficulties, ya.
If you are neutral and are chosen as to receive a planet from a random event, you do not get your free tile upgrades on that planet.
In my last game, I couldn't even run at 100% spending. I tried a different strategy than normal. I still won fairly easily on my first game of challenging (as opposed to playing on normal), but I had to adjust my spending atleast every few turns. Only once was my treasurery above 1000bc, and that was due to an economic event that majorly boosted my economy.
And he HATES what SWG has become. You mean an MMOFPS? Played it for a year since the day it came out (or rather the day after because of the problem that players couldn't create an account). Had to stop due to uncontrollable circustances. Downloaded the trial of the new junk. It ran horrible even thou
The list below is by no means comprehensive. It's just some of the things we're focusing on:
Count the ships shown in the diplomacy screen and then compare it to your espionage report, you will see what I mean I've counted the number of visible ships/fleets of another race once, and found the diplomacy screen to be missing quite a few. I've also tried to give a ship to an ally, but it wasn't
In Civ4, it would cycle through your units and automove in the middle your turn. I didn't like this as to preemptively stop a unit's automove you had to have one active unit not doing anything at the start of your turn. I didn't play GalCiv 1, but the concept being talked about seems to be a good solution. There could also be a force autopilot moves button
1, disable autoupgrade goto planet details, then govenor. you can disable it there. Take a look at the lease cost options. It may cost 1000bc to build, or 500bc plus 50bc for 30 weeks (making it cost 2000!). Leasing costs need to be relooked at because the payment over time options cost way
I think that "fixing" this "problem" would cause a major problem with balance. It would also probably take away most strategies that don't focus on economy, because being able to afford using 100% of every building will make you far superior than someone specializing in technology or military production.
You can steal from them Eh?! How do you steal tech?
What is that extra 'circle' on the minimap? There is always an arc across the top of the minimap. Above the arc is slightly lighter then the beneath. It doesn't change at all, and is always there. It's in every screenshot I've seen that has the minimap. Why is it there?
I've been restarting for the past few days... I just can't find the right balance of settings for habitable planets, number of planets, number of stars, galaxy size, and opponents. After I get frustrated of restarting, I do a campaign mission instead.
The latest patch has it show what techs are required (though it'd be nice if it showed only the techs you still need to research).
I've tried to create a topic a few times and it isn't showing
Is the economy going to be completely player run? Do you plan on having an intricate crafting system for players to make armor/weapons/others?
How are you planning on doing building construction? Is it going to be just buy the building with money/resources or will you have to build it yourself? I think it'd be cool if the buildings were semi-customizable like ships in GalCiv2. You would design the blueprint yourself. To actually create the building, you would have to gather the resources (in some way or other) needed by the blueprint and construct it over time.
Monkey Pants, what you said is a good example of a potential exploit, especially abandon/recolonize. The solution would be to make sure that the bonus could only be applied once, which could be more difficult than it might seem considering there are other things that increase planet quality. It depends on how they coded it, and what modifications would need to be done.
This is probably a bug. The planet's class increases properly, but you don't get the extra tiles. You do get the extra tiles on your starting planet. I haven't tested the effect on capturing planets. 8 points for 20% also seems a tad high in my opinion, even though it is supposed to be high. 6 or 7 seems more reasonable.
1.0x.10 was released on 3/6 i thought, while the thread started on 2/22. Anyway, I'm sure they are doing lots of work to fix as many problems as fast as they can.