I'd say this is unnecessary. If you increase your fleet cap you increase your upkeep. If you have a bigger empire you'll be able to handle the upkeep better since you'll have more citizens/taxes and more potential for trade revenue. So, you're already "rewarded", so to speak, by having a bigger empire when it comes to supporting a larger fleet.
Voqar
[quote] If you can pause it and still control things, like in Rise of Nations, I'd give it a shot, but I can't stand classic/typical RTS twitch gameplay with no pause, because I like to think about things, review things, and do it at my leisure. You can pause and issue orders while paused. [/quote] I didn't check back here and couldn't find out for sure from the SINS forums but yes indeed, you can do meaningful pausing (I bought the game due to
[quote]I also found RTFM helps a lot. [/quote] I wouldn't disagree but this is a forum that partially exists for asking and answering any question. The manual is pretty simple and doesn't take long to skim.
I wish there was more of a happy medium between pirates and no pirates. Like an option to dictate pirate activity. In my first game I spent as much time dealing with pirates as doing anything else and dealing with them was the least enjoyable anything else I was trying to do. I wouldn't want NO pirates though. :-/
I haven't played Sins yet but I immediately thought of Pax when reading about Sins.
[quote]Yes, I´m also one of those who likes it slow. The RTS I like best is Rise of nations were research and gamespeed could be set to very slow. Even then, I spent most time delivering orders to my units and the like - with the game paused. For many players, those who mainly play TBS-games, the possibilty to turn the game to very slow speeds is VERY VERY important - that makes a huge difference. [/quote] This describes me perfectly. The only RTS I've ever reall
"If you like Galactic Civilizations you will probably like Sins of a Solar Empire." It looks interesting. If you can pause it and still control things, like in Rise of Nations, I'd give it a shot, but I can't stand classic/typical RTS twitch gameplay with no pause, because I like to think about things, review things, and do it at my leisure. This is the main reason I prefer GalCiv and Civ over any RTS (although Rise of Nations is an awesome game - kind of a blend of RTS and Ci
This has been brought up before and I'd love to see a 'no tech brokering' option in GalCiv2. It'd be nice to make it even more complex, but the basic thing would be good enough for now. Another idea I've seen floated (didn't read this whole thread so it might've been repeated here already) was to not actually trade techs, but trade progress towards tech or blueprints that speed up research instead of just instantly getting techs via trade.
I've got a win due to pirates too (also had DL that game too). If pirates happen early enough they'll have vastly superior tech and will destroy every ship and starbase in the galaxy. The AIs don't react as well when this happens and keep building ships and business as usual, so you can kinda take advantage and tech up or do fast transport invasions.
I didnt know about the exploit this isn't necessarily an exploit; it can also be viewed as a strategy. I wouldn't call it an exploit. But I also wouldn't call it a strategy either. I'd call it a design flaw, as it doesn't seem to fit the spirit or intention of the game design.
I usually do federalists, since +econ is very flexable.
The major one is that my preferred game size is gigantic and with the engine nerfage What engine nerfage? You can still make super fast ships in DA, and the AIs will make slower ships than you for easy pickin' regardless.
I've had this happen to me in 1.6 - something wierd that sometimes happening when upgrading ships or something. The focus keeps shifting back to the ships that's upgrading and sometimes you even lose movement from whatever ship you were moving when it jerked away.
1. I believe in this context that a "project" is anything you're building on the planet tiles. Some "galactic wonders" are also dubbed "projects" of various types, but they're just one of many things you build with social production. Military production is only used for building ships. 2. All of your research and production costs you BC. So, for ex, producing 1 research point costs you 1 BC. If you have a lab structure producing 10 points of research, it's costing you 10 BC to pro
I'm pretty sure I've got the advanced form of a colonization tech via invasion spoils too, and that type of planet was immediately available to me (and only at 50% production without the other "half" of that colonization type). I also have a brutal time getting the AIs to trade the colonization techs (that they seemingly share freely amongst themselves) so for you to be able to trade for FOUR of them when it's taking you 70 weeks to research one yourself (ie, at that research rate what
I have this happen periodically (using the latest nonbeta version of the game on semi-high end PC). Sometimes when I create a starbase the first constructor to hit a resource will be invisible (but if you click the resource it's there). I see it more like this than with AI starbases not appearing.
What do you do about tech trading and tech obtaining (via conquering a planet, for ex). Will AIs be able to trade away (or lose via capture) their unique racial tech?
Explore Expand Exploit Exterminate More info... There are some good gameplay examples (in the journals, I think) and a lot of good threads here about starting strats and/or general basics.
1. I'd like to see better sorting/viewing options here too. 2. You can build endless OFMs (1 per planet) - the AIs love them at times and I usually decommission them immediately to reduce maintenance, since I think they're useless. I don't exactly like the idea of needing an OFM to defend a planet as a fleet, but I usually don't defend my planets ON the planets anyways - I defend with roaming fleets. I think many players do too. So, not an issue. Kind of a player bonus since it's
I like the level of abstraction with invasions as it is but I would like to see a similar change to planetary invasion. I'm not sure how much of a hassle it would be since I'm not sure you need to alter the invasion concepts as much as the mechanics for defending. My main issue is that it's not likely that the entire population of a planet would defend a planet, so you shouldn't need to kill everyone on a planet to take it over and it seems like it should be possible to take over a pla
I somewhat agree on the shades of gray but I'd also wonder what could be done. When I use a fully custom race it's often challenging to pick a color that shows well on the minimap, doesn't blend too badly with existing race colors, and isn't grotesque like hot pink.
I like the descriptions - they're sometimes amusing. There would be little point to descriptions like: Laser I - A laser that does 1 damage, has a size of 10, and a cost of 20 Laser II - A laser that does 1 damage, has a size of 9, and a cost of 20 Laser III - A laser that does 1 damage, has a size of 8, and a cost of 20 Laser IV - A laser that does 1 damage, has a size of 7, and a cost of 20 Laser V - A laser that does 1 damage, has a size of 6, and a cost of 20 <b
I'm always up for an expansion for a great game... Other players have requested things like multiplayer, tactical battles, fast carriers, invasion improvements, and so forth. ...but there's probably a point where you're starting to invest a lot of dev effort in stuff that only a minority (have said they) want, and at that point you might see decreased sales from "core" GC fans like me that have little or no interest in these kinds of features.<b
If I'm running out of any kind of memory on a medium sized galaxy with 3G of RAM and 640G of VRAM, that'd be something, even if I do run 1920x1200. I reinstalled (and deleted all my docs stuff to clean it out) but I'm only in the middle of my first game since, another medium. No invisible ships so far. The game did lockup twice last night, requiring kills from task manager. I don't recall that happening before. I rebooted and it stopped happening. I guess I'll run s
I don't like the idea of earlier planetary invasion either. I also don't think it's very feasible anyways since your populations are usually so small, except for maybe at your capital. It's also kind of silly to think you'd be doing invasions with no tech to even build armed ships. I don't really think you need to limit the colony race - the AIs do a good job of it so it's not like the player has getting an advantage. (except for maybe using multiple super early survey ships to augme