I think the kind of thing you're asking for is the kind of thing you should pay again for. Like, what they're doing now is like coming over to the house they built for you and putting in carpet, changing the doorknobs and stuff -- sort of upgrading the same house, like they decided for what you paid them you really deserve a better house now that they have the upgraded platinum toilet bowls available. But if you want a shed and a pool put in, well, first they have to go back to blueprint stage
Noumenon72
Maybe they are planning to release the equivalent of the Paladin in the expansion because that was the main benefit to playing Good in GCI. It was a Good-only ship that could take out a Dreadnought without dying (your own Dreadnoughts couldn't, because the computer always had better stats) and healed ships in the same sector. It was better cost/power than Dreadnoughts, Rangers, Phoenixes, and almost better than Avatars. Not having it made the late game tough.
If a large hull had twice the hitpoints of a medium hull, and held twice the weapons, it would be four times as strong as a medium hull. So I guess that's not what they wanted to do. It would be more than four times as strong if it survived battles where you would lose a medium hull, and it would be less than four times as strong if it died in one turn where medium hulls would die one each turn.
I never tried this, but I thought the starbase defenses might be good for raising your military rating as you can get 7 power of Beam for one cargo hull's worth of resources.
Ah! Yes! If the tax slider stopped at 80, you'd never be tempted to raise it above 80 and see what it does to your people. I think it might actually add to the fun of the game to have something built into the slider that you can discover. What's fun about this kind of game is learning "OK, +10% morale is good, but +20% is not worth it, Plasma Weapons are good but Laser III is all you ever need, and keep your tax on the nines and you'll get the most morale and revenue."
In GalCiv I another civ getting tech victory only meant that you could not win by getting to tech victory. I bet that carried over.
No, but if you want more Research production on your home world early on it's better to buy another Factory, because you will go from 54 to 64 production and then when you dial it back to 54 you will have, say, 3 extra units of research. If you bought a lab you'd only get one or two extra units, because your sliders are so heavily pushed to military early in the game.
. If going to 81% taxation drops your morale to zero, why bother letting you set it any higher than 80%? Wouldn't that make more sense? If you could use the entire slider, it wouldn't be a "tax rate" slider any more but just a "money slider." You wouldn't think "Oh, I'm raising my taxes to 49% now," you'd think, "Oh, I have to get the rest of
The 80% cap is good -- keeps things from seeming ridiculous. Don't understand the miniaturization cap though, unless too many weapons confuses the game. GCI had a limit at 100 billion per planet where if you landed more colonists on the planet they would vanish. Brad said it was to keep people from breaking the game in ways they couldn't think of.
Do you mean no movement for that turn, or forever?
How could you get 1000% miniaturization, there's only so many techs right?
The more the races differ from each other the more certain that one will be horribly broken and the only useful choice to play.
-I "bait and lure" dangerous enemy fleets using fast (or disposable) ships... In GalCiv I you could do this too. It was one of the few areas where the AI played dumb like this. But in that one, at higher difficulty levels, they would have enough saturation of ships and were good enough at moving them that this strategy would only take the le
I actually think good quality scenarios would be the biggest draw. Like the CDs of user-created DOOM levels they used to sell, imagine 100 scenarios with all unique maps, mods, sexy new ship templates, restricted rules, etc. "Ultraawesome AI update" would be worth the money, but very hard to prove to skeptical buyers.
One suggestion I have read is that they allow the spaceports to be upgraded to add the ability. I That's a great idea, I'm going to take it to the "easy tweaks" thread.
The other things it does research, it stops on the wrong levels. Examples: It stops on Research Academies which are worse than the tech below them (due to exorbitant build costs on the Academy and almost no boost to efficiency), it actually upgrades the farm techs, and on economy it stops on banking centers (which should NEVER be built under ANY circumstance, since the nex
Even on harder difficulty settings I notice that the Ai has a tendance to continue on its research line effectivly making itself vulnerable to my ship types and my ship types invulnerable to theirs . Probably a result of the last tweak they made. The computer was researching like Laser I, Gun I, Missile I, Laser II, Gun II, Missile II, ... beca
Here's one that could be "put in and tested in less than an hour" -- don't display ships that are all jewelry anywhere but the shipyard. You never want to build a ship with no functional components, they are only for upgrading. So leave the templates out of the build list.
Maybe it's because I trade for techs, but I've never seen a core ship that wasn't at least 1 less power and 1 less speed than a custom ship, starting with your colony ships and constructors. Sometimes I build 8-power ships and the computer is recommending something with 3.
I wish they had made the core ships at least, you know, 75% as good as personal ships, instead of about 30% as good. The way it is they just clutter up the shipyard and have to be obsoleted every game when I would rather delete every single one. While everyone is here, could someone tell me what tech you need to get Devastation Beam (+7 Beam) on a starbase? I'm not installing the Galactopedia on my personal computer.
That's what sucks about the whole idea of cheese. I think this is brilliant. They should do like in Magic: the Gathering. Players find way more combos between cards than the developers can, but if they find one that's broken (win on the first turn), the developers put out a ban on that one that goes into effect the next month. So it's perfectly legal until they say it's not legal, and people don't have to restrain themselves. If this effect is bad for the game, let's have them change the ga
I'm not so sure about lowering your morale at the start of the game. It is the one easiest and cheapest time to get your entire population at 100% morale. Let's say you have two growth rates, 3% and .01%. You will end up with the same total population if you grow .01% for two weeks, then 3% for two weeks. or the other way around. (It's just multiplication and exponents, the order doesn't matter.) But the first way, you are charging a high rate of tax on a low population, then a low rate of
Heh, I just posted a whole thread about the same problem Link . p22 was there, too. I'd say don't use the tactic on the next two missions if you want to have any fun, but the one after that you may be able to, all the enemies start pretty far away.
WWI, WW2, whatever. It's true in Risk!
The computer puts weapons on cargo hulls? Then why is it so wide open to the tactic when you use it yourself?