My bet is on the AI planetary improvement code that wasn't checking if Galactic Wonders and Projects and the like were being built somewhere else and so you had all these planets trying to build the same thing and wasting resources.
Gre_Magus
Excited?!?!? I'm excited about this little teaser: "It'll all be worth it when the team puts out 2 great strategy games in the same year!" Is the second game The Political Machine, or the as-yet-unannounced fantasy tbs?
Frogboy may be number 1, but his alter-ego Draginol is number 30.
This is pretty good. If the Stardock, "public beta upfront, free updates after, no CD-drm" becomes the industry standard, it could change the industry!
Everyone may already know this, but isn't the display bug due to the fact that all your social points are currently being shunted over to military production?
I actually play GalCiv (including Dark Avatar) on a 1.6 mhz 512 mb of RAM laptop with a 32 mb AGP video card. I had to play zoomed out to "tactical symbols" with no battle viewer at first, but ever since the 1.4 or 1.6 update that optimized the graphics, I can actually play with graphics on (low quality, of course). The game play still rocks, and is totally worth the money.
[quote]It better have something to do with "destroying every star system but the ones you occupy" or I'll just have to make that one....cuz c'mon...THATs the way to end the game.[/quote] By the time you destroyed every star system you would have defeated all the other civs, so would just be a regular conquest victory...
[quote]+ TWEAKED: Focusing production on research or manufacturing results in more wastage in the conversion from research to manufacturing or vice versa.[/quote] This could mean big changes for "all x" strategies!
I think our current society is so driven by innovation (in everything from iPhones to business strategies) that we are convinced that "progress" is the natural state of civilization. But it's true that throughout most of human history people just kept doing things the same way, generation after generation. Even in our own society, certain things are not necessarily "progressing." What about space flight - it's been almost 40 years since we've been to the moon, and it still looks like a massiv
Listen, stuff like this is why Stardock is the best company around in fan-relations. The beta is going to be late? There's a front page explanation of why, followed by the first comment - from the company CEO - giving a new date.
If you're a good player and take over a planet with Slave Pits, you'll have to either convert the vile improvement or risk a change in foreign opinion of your moral standings. I'm very excited about this statement... Are there any plans for making other actions "risk a change in foreign opinion of your moral standings"? It would be awesome if you're good, attacking another good civ without a causus belli would make the othe
I don't like all factory/all lab approaches on principle, but I recognize that they are difficult strategies that allow you to win in certain situations that would otherwise be impossible, but they are certainly not sure fire paths to victory. Whether it's an exploit or not is a subjective question. There are several issues at stake. On one hand, there is the issue of the connection between research and production, i.e. you cannot fund your factories and labs both at 100%. Yes, it's at
I've enjoyed playing as the Drath Super-Manipulators. It definitely costs less to bribe other civs to go to war. In general, it's cheaper to get a civ to go to war with someone they already dislike and outclass militarily. One fun trick was getting someone to declare war on the Altarians - then all the good civs declared war on them for free!
I definitely thought that the scenario for Civ IV looked similar to GalCiv, but, as you folks say, it's a space-based TBS, there's got to be some commonality. I imagine the gameplay will be quite different. For one thing, I don't think the Civ IV "Final Frontier" mod/scenario is going to allow you to design your own ships, and that's one of my favorite parts of GalCiv 2. I am really excited about the Beyond the Sword expansion for Civ IV, though. Looking at the feature list, I can't
That would simply kill diversity of the game, since only one approach would be feasible Iztok - your points are well taken. It seems like the risk (and difficulty) of managing an all one-type-of-building approach is high enough to keep it from becoming a cheap, one-size-fits-all sure fire way to win.
I've been following the all factory/all lab threads for a while, and I'm wondering if people like this feature or not. It seems to be an "advanced" strategy that is harder to pull off than building both factories and labs, and it allows much greater production. The key to this is the fact that no production is lost when using focus. Is that a good thing? Should some "waste" be introduced to focus to revitalize a balanced building approach? Of course, given the fact that the industri
I used to play "influence conquest" all the time when I was "role playing" a good race and didn't want to declare war on another good or neutral race. I would actually turn off influence victory and true to flip all the opposing civs without conquering their planets. Anyway, this was before the 1.6 beta made the AIs more sensitive to influence. Nonetheless, the previous posters observations rang true: it helped to have a superior military, to frighten the AIs into leaving you alone despite yo
The reason why the AI can't trade with other AI's the same way it trades with the human player is because the AI doesn't know how to offer trades the way a human player does. Think about it - how often does the AI offer you two (or more) techs for one? How often does it say "I want to sell this tech, how much will you give for it?" How often does it say "I want that tech you have, what do you want for it?" The human player trades like that all the time, and the AI "defends" against it by
Remember, there are a few more considerations about when to put down a power plant. One is that the power-plant's production is Bonus production, which only costs 50%. If your economy is tight it may be worth getting less bonus production... Also, don't forget that your initial colony and civ capital are also producing industry points, as well as any asteroids you have coming to your planet - don't just count factories. Let's say you've got an initial colony and 3 basic fa
Is the consensus that the 100% econ bonus for the mind control center is a bug or a feature?
Sorry, double post...
Wyndstar, your points are very well made, especially when you show how the AI is actually hurting itself by refusing reasonable trades and very offering anything reasonable. After the patch that made the AI's much more stingy, I have the impression that in order to fix the "exploit" of trading to the AI's disadvantage, the AI's were made so greedy that they not only don't trade to their disadvantage, they also never trade to their advantage. Unable to tell the difference, the AI wil
Is this "table of values" the same for all opponents in all situations (weighted by diplomacy) or does it change depending on the strategic goals of the AI's?
I absolutely use cargo ships as scouts, but especially, as tetleytea suggested, as survey ships.
I'm actually having a blast playing as the Drath in my most recent game, first time I've played as them in DA. I forget what difficulty it is, but it's one or two above tough (painful or crippling, I think). The Korath were the most powerful civ at one point in the game (they had a great, central starting position), but I bribed them to attack the Altarians, so all the other Good civs (Torians and Iconians) attacked them. I also bribed the Yor to attack the Terran Alliance, which was awe