Please, automatically rename the ships when upgrading. Otherwise, it gets difficult to find which ship is what.
moi-meme
When you load a game, you just lose one turn of production. To see this, do the following: - load a game - go to a planet and buy something (ship, improvement) - hit next turn - As you can see, what you bought is still in the queue - hit next turn - now you get it In the same way, the game doesn't compute correctly on the first turn. To see this, do the following: - save a game ; watch how much time remains for your next
I believe there currently is a big problem with tax rates affecting unhappiness. I have seen the following situation: - taxes at 80% => happiness at 4% - taxes at 75% => happiness at 100% don't you think that a 5% change in tax rates doesn't make for a 100% change in mood ? This problem also appears under another form: sometimes, you watch your planets happinesse, to see everything is OK. Ten turns later and one of your planet defects to the I-league... What
Defections may happen much too soon. There should be a "period of grace" during which the planet waits before switching again allegiances... I have seen a planet culturally flip for me one turn, then flip again to the I-league the next turn! I even had spent a hefty 7000 to buy a virtual thing (unsufficient ; that case needed 3 of them...)
When another race ship (not enemy) is stacked with one of your starbase, you cannot add new modules to it.
I made a "super constructor" design, carrying two constructor modules. Unfortunately, it doesn't work as expected and only one module gets actually used. I think the same is true for other modules (troop transport, colonies). Yves
Saving games near the end of the game (huge galaxy) is very very long ; more than 1 minute and half... And loading these saves can take up to 5 minutes! My system is NOT low end. Yves
I find that propaganda is quite ineffective. I had 4% approval on a planet at 30% propaganda ; pushing at 100%, my approval rating went up to, eh, 11%! I have other such examples. I don't know how propaganda is taken into account in the formula, but I feel that it is undervalued. As a mettaer of fact, putting propaganda at 100% is akin to having a taxation rate of 0% for that planet. I can understand why one would not want to do a one to
I don't know if that's in the game at this point, but it doesn't seem to do much harm ; well, I know that it was ineffective in GC1, but I hoped this had been improved. As an exemple, I was funding 800 credits/turn to the opponents in the Drengin empire. Let us be clear : at this point of the game, this was more than 50% of the Drengin's whole spending. After 30 turns, I still saw absolutely no effect on the popularity rating ; he was second, he stayed second... I just
There just is nothing worst than a even such as: "every planet within 2pc of star system X has it's PQ increased by 12". This just means that something between 20 to 60 new high grade planets have just become available. If you're on the receiving end, you'll end up too powerful (if you manage things well) ; if you're on the other end of the galaxy, you'll almost sure to lose to a reasonably proficient AI: there just is no way to compete with a collection of PQ 12 to 25 planets
Ther currently is a problem for developping late colonies (either because you captured a badly developped planet, or because you colonize some planets late in the game just because the galaxy is so large...) The problem is: at the beginning of the game, you begin with cheap factories ; then you seemlessly upgrade the tiles you chose until you reach the industrial sector. That is well and good. However, when you colonize a planet AND already know industrial
I would like to have the ability not to click endlessly to find the breaking point where an alien race would accept my money (or influence) in favour of something else. Clicking repetitively is not fun ; and handing down 2000 where you can hand 300 is not fun either.
I have seen some strange ship design ; let me explain: the ship I examined had the following features: - Hp 20 => large hull - Speed 4 - Beam attack 2 / Beam defense 7 - Gun attack 24 / Gun defense 9 It was a Battleship from the Arcean. At this point in the game, I had in addition of the Arcean (who had nothing I did not already have): - Huge hulls available - advanced + expert miniaturization + wonder for +10% more (if it works)
Once, all anomalies I met (not many in any case) were sending my survey ship at the end of the universe. This seemed to happen only in one game. Now, I get some different kind of anomalies. However, when investigating anomalies, some of those which affect the ship investigating them have no effect: - increased weapons - increased defense On the other hand, increased HP does work. Yves
When a colony culturaly flips, the production is not automatically scheduled to upgrade buildings. Furthermore, it seems that buiding an upgrade on a basic buiding incurs the same cost as building from scratch, and I did not see any "upgrade" option.
As a good race, I was able to research Concept of Malice and Balanced Vision. My standing was Saintly and I have the creative trait.
I have been informed that my race owned 0% of all galactic influence. Of course, this is far from the truth.
The starbase bonus to ships don't show on the affected ships (they were shown in Galciv 1). One thus doesn't know wht exact effect a starbase has.
The event of a dramatic switch etc. happened in my game, giving one of my opponents a PQ 35 planet. Two problems here I think: - PQ 35 was good enough in Galciv1 ; but in Galciv2 we have to cope with significantly lower Planet Qualities (old 16 is about 9 today, so PQ 35 should now be more like 20, which is good enough!) - Anyway, I was not too disturbed as the event actually seemed to have no effect ; I'm yet to locate that PQ35 planet somewhere on the map (and I believ
Well, when I found out a class 16 planet, I was very happy. Still, I have been disapointed that such a planet could not be improved by any means (including the latest terraforming techniques). Now, this planet is about the third on in my empire as other rather good planets (quality 15 from minor races that I somehow took over) could, them, really be improved. One of them now has 21 tiles to work with... Why is the wonderful PQ 16 immune to any improvement ?
I already posted a similar remark in a previous beta stage, but here it goes again: Why on earth (or any planet ) would I custom build a ship with defense systems ? Look at this: I've advanced in reasearch equivalently both in offense and defense. Still, I can easily pull up a ship featuring a +19 offense (in one area) when I could hardly pull a +8 defense : offense gets way too much compared to defense. <br/
I was once contacted by the Torians telling me: "The X threat is growing ; I suggest we quietly supply arms and money to any who are actively at war with them. Hopefully we can help loosen their grip on the considerable number of galactic resources they control". Well, why not ? if I had not been myself X in the first place, I might have agreed. Looks like the Torians did put their big foot in their mouth that day!
The text for stock market indicates: "a stock market will significantly increase morale" which seems odd... Going inside the xml files, I indeed saw that a stock market did improve economics+15 AND morale+10 AND some other+5. The text is misleading (the major effect is forgotten to the benefit of a less important effect) and incomplete (I had to go inside the xml file to discover the whole story). I suspect that this may also be true with a lo
- In galciv, there was an auto-lauch feature so that new ships went to space immediately and we did not have to lauch them "by hand". As this feature gone or was I unable to find it ? - It is possible to launch ships from inside the ship-building screen ; however the ships icons are very small and look like each others, and there is no information (that I could see) telling which ship is what in that interface. I found myself very often launching all ships from that interface (upon buildi
I once was stuck inside the ship design screen. I could not exit it (done had no effect), even though most other buttons did work : I was able to pass a turn in that state, or open other screens, but in the latter case I fell back on the ship design screen when closing them. I could not reproduce this.