question: once you choose an ethical alignment, do the colonizing events stop? i don't see them ever after researching xeno ethics. Yes. The non-colonisation ethical events also stop.
ignuss
Better yet, if you click on a component on the ship, show what it is in the 'current component'-box in the lower left corner. Now it only shows the component if you choose a new one from the list. Tooltips really are unnecessary if they fix this.
That's because you haven't started a new game in 1.1 yet. If you do that, you will be able to demolish starports. Wonders will always be indestructible.
No, some components get bigger with the hull-size. Probably doesn't do a difference here though since you use a huge hull but it's easy enough to check. Click on Defenses without choosing a hull and you will get the size unmodified by hull-size. If they still are identical, then it's a bug.
Yes, certain AI:s, terran for example, would benefit from valuing diplomatic techs alot more. While others, for example drengin, should keep ignoring them like they already do and focus on what's IMO important, cooler looking guns and bigger hulls.
I stopped seing that bug in beta2 of 1.1 so it's weird that you and some others have it now in 1.1. The only time-left-bug I have on the planet screen is when there is nothing in the social list and it says 'Never' if I select a project in the list but that's because all social is going to military.
Well, they have fixed alot of bugs that they never acknowledged that existed so I wouldn't worry to much about that.
You could stop playing Yor for one thing. Being able to build Colony Ships with 8 movement by turn 4 doesn't make the game harder exactly. In my own experience, the AI is much superior to 1.0 although I still have no problem beating the crap out of them one at the time. Haven't played any game far enough to see if all the remaining AI:s will unite against me. That will probably make it a little harder to win by military conquest.
I think the problem is that the AI makes new designs to seldom. He makes 0/0-design when he hasn't got any weapons which I can understand. Then he researches lots of weapon techs but it takes a long time until he actually makes a new design that he can build.
And the engine team got my new option in -- "Allow AI to use extra CPU time" that people who are willing to wait (or have really powerful CPUs) can set the AI to use algorithms that are more time intensive. Shouldn't it be possible to have the AI design new ships every time he research a new ship component
There are spelling errors and such in the game. Why don't you want these to be fixed? Really, I have no clue why some people like the typos so much, so please enlighten me. Look at this thread: https://forums.galciv2.com/?ForumID=274&AID=114845 A Stardockian fixes typos. So it seems that at least not all of them love the "faulty translator" as much as you do.
Sorry Strategist but I wish you'd just go back to Civ 4 (which you keep saying you're going to) and leave us alone. Your constant bashing of the game is getting old. Go back to your cave, troll. Sorry bu
Yeah, I reported this bug fairly soon after release. Good job on the description. I have also seen this happen with both production and research buildings but it wouldn't suprise me if it could happen with different kinds of upgradable buildings. I have also noted that if you reload the game, the "fake" factories/labs will become normal and start producing correctly.
Start a new game and you can.
But almost NO ships the AI built so far in ANY game had much defe (more than one point) implemented. The Terrans had massive defense in my previous game, was beta4. They had researched every armor technology except the last since I was using massdrivers and on a quest to unite the galaxy under my rule. I was kinda glad that they were on the opp
It is already fixed now that 1.1 is out. Also, all old scores will be recalculated with the new formula so it doesn't matter if some people abused the previous system, it will only mean that they get a much lower score after the recalculation.
+ Iconians are now good (were neutral). How can you explain this in light of the "consider themselves heirs to the Dread Lords" flavor text ? And what about creating the Yor? That's probably a typo. I suspect that they consider themselves heirs to the Arnor, not the Dread Lords. And they created
I colonised 14 planets in the first halfyear in my latest game. I don't have any problem with this change. A good strategy is to buy an entertainment center on the homeworld turn 1 so that you get 100% approval. That means 100%-bonus growth rate. Then see that you keep it at that, even if it means lowering taxes. You will gain much more longterm by keeping the majority of your planet a 100% and gaining a big population quickly and always of course sending out 500pop-colony ships. It wo
Two things. 1: I hope you're using a real rand() implementation and not the standard library one. It has crappy random properties, particularly in the low bits that you are using. Yep, it doesn't seem to work correctly. Dunno if this is the reason or something elsewhere in the code. I have reported before that not once in all of my be
You do know that you get abilities from technologies, right? And since you start with some technologies, you will get some ability-bonuses at turn 1. For example Altarians, they start with among others Xeno Communications and Xeno Engineering. Xeno Communications gives +5 Diplomacy and Xeno Engineering gives +10 Social Production. Mystery solved.
I downloaded 1.10.12 from SC moments ago. Problem is that it downloaded the 1.0X.1-patch instead, downgrading my game from beta-4B to 1.0X.1, while at the same time SC says that I'm using 1.10.12. I did a quick check and I have lost all the new 'new game'-options so it isn't just a display-bug. Just so you know.
You can't in the current patch. It's possible in v.1.1 that is to be released in the next 24 hours.
They increase your loyalty +10 / building. Loyalty in turn makes it less likely that the planet will rebell and join an alien civilisation if they have a much higher influence on the planet then you have.
I agree. +25% soldiering is worthless most of the time since the AI:s usually are so bad at it anyway, while I at the same time fly around with 120 in soldiering. It would be better if it added a fixed soldiering-value on the planet. That would probably make it much harder to invade an AI planet that had build planetary defense and would also make the more destructive invasion tactics more useful.