I had the same idea like ben_sphynx. Don't know if you are familar with .bat files, so I give you a short description of what to do: Copy the prefs.ini file and create 2 new .ini files. You edit those 2 files: one for window mode named prefs1.ini, one for full screen named prefs2.ini. The files stay in the [system drive]:\documents and settings\[your name]\my documents\my games\galciv2 folder. Then you create 2 .bat files (just open a new .txt file and save it under .bat) which
Visibledark
It functions as you said.Well if it's not a bug this thing needs really to be changed or "fixed". In connection to that I noticed another thing. If YOU sell a trade good to another civ, the raw numbers in the abilities tab of the particular race stay the same. I guess the actual effect of the tr
marioflag worte: Are you really sure about it?How did you notice it? Buy a trade good from another civ - look at the abilities tab for the improvement (e.g. micro repair bots -> 20% repair ability). Declare war on that civ and watch the improvement stay the same.
Yeah this is a real shame and something to bring up for later patches I fee... I mean, I can see why it is this way - so you dont exploit them by selling all your trade goods for tech to the AI then immediately declaring war on them!. Instead, you should be able to sell them a trade good for a limited period only, say
3- As for every trade good, you sell it around for money, and you tighten your relations cause the AI may not want to lose that trade good (as it surely does if it goes to war with you) The civs you gave your trade good to never lose the advantage of it. Even if they are at war with you. <b
Stardock is working on V1.1 - it's been said that the economic system will be one of the changes. I think the major difficulty will be the proper AI adjustment to a different economic model.
I think it depends on the race (kind of AI) and game situation as on the difficulty level. In one of my games on painful the Drengin got that event. It took them also quite some time to colonize a couple - they had heavy war action going tho. The Altarian and Arcean reacted much quicker... sent lots of ships immediately to get some of the new planets which the Drengin culture flipped in the long run. Maybe the Drengin AI was planning to do
#12 Orion Adrian said: It currently lacks flavor. This game got more flavour than any other game released in the last months (imho in the last years). <TABLE cellpadding=8 width="95%" align=
So far there are no repair modules for starbases. The only thing you can do is play a custom race with +40% repair ability and / or build the trade good micro repair bots (another 20% added).
I want to say thanks to Stardock for making a great, highly addictive game and especially to Brad for creating an excellent AI. I think the people with destructive criticism have not the slightest idea of programming. Reading some (negative) comments here makes it seem like it's the easiest thing in the world to create and balance a challenging AI regarding every possible aspect of a complex game. I'm looking forward to V1.1 .
At intelligent the AI doesnt get any bonuses. They may have been lucky with planetary bonuses(+300% research tiles really kick) or have higher research tech than you. Also AIs still tech trade pretty much everything. At that level the AIs tend to build the technological capital very early which also helps very much with research. Off topic but still... small-med map and 9 AIs. Try it on a larger map or with fewer AIs for a real ch
The trading goods can be sold to as many civs as you wish - they get the bonus. You always keep it also for yourself, if the planet with the trading good isnt captured.
I turn off automatic Terraforming. In the beginning it doesnt make sense because there are enough free tiles available on a planet - I turn it on / do it manually in mid/late-game. I really like micromanaging tho A good idea is to change queue order as soon as you researched a new production facility type like factory -> enhanced factory. The governor will
In reply to #5 The best idea for an improvement I''ve seen so far. I'd really like to see this kind of system...
One thing you didnt mention yet...but for sure most of you know about: It happened to me quite often in my last games (even multiple times in one game), that Class 0 planets get "available" through the Minors joining around mid/end-game! They seem to have the so called "Eden Device". PQ rises from 0 to about 15, with further terraforming + soil enhancement even higher. Wait for them to build a ECO / MANU or TECH capital - make su