Yeah this is a tough one in that I want a more functional UN, but where did that fall in the voting? Tactical battles are nice, and some TB games do them well, but it's just not what GC is about for me. I won’t complain about getting it, but there are other facets of the game I would like to see evolve first. Currently the UN as is is just annoying to me so it takes top dog in the poll (but it wasn’t there). I'm kind of hoping that they redo the poll and be more specific. The thing is, Diplo
Battleborn
Ok, gtk. I hate artifical caps like that. But what can you do. Seems like the whole sensor line needs to be rebalanced then if they are going to have a cap.
Well I made a ship with 11 Sensor MK IV (has a sensor range of 2). In the Ship Yard it says that said ship has a sensor range of 25, but once made the ship has a sensor range of 15. Seems like it is not counting the extra range of the new sensor type at all as a cargo hull has a base range of 3, I get +1 for sensor tech, and I have 11 sensors on it. That or it's not counting the sensor tech ability bonus at all and only counting the MK IV only once. Either way it looks bugged.
The manual says, "Each megaton (mt) can feed one million people. Since a planet’s default production is 3 mt/wk, you’ll need to add farming projects to grow your population beyond 3 million." However my home planet starts with 5 billion people and 10mt/wk. So how is it that 4.9 billion ppl don't eat but live? So is the manual wrong and it's 1mt/wk feeds 1 billion people? Also is there some quick way to see if a planet is short on food, or if the players galactic food sources are short?
What really needs to be added is trading of votes and items during voting of bills. There should also be a list of when each race gets to push a bill up for voting and a list of bills for us to choose from for when we get to push a bill up for voting. Items should include swapping of when you get to push the next bill up for voting for another NPC's position and just straight selling of your slot on the bill list. Espionage will tell a player what a race is currently thinking of putting up fo
1. When a tech has a ship design that requires another tech, I'm at a total loss as to what tech it means. Could we please have it list all necessary techs, with an option to turn this off. 2. I play on the largest map, with auto follow enemy ships on and center on. No matter if I'm scrolled out all the way, or to the level I most often play at, when NPC ships move my screen jumps all over the place so fast I usually don't know what happened other than a general, "something mo
In general I have not been happy with bouncing around of happiness. I have never seen it that severe, but 60 point swings every turn on several planets is common in my games. To be fair though I haven't really tested to see if there are things I can do to the tax rate to mitigate the wide swinging. But it's common for me to see a 2-4% population increase and see happiness drop 40 points. Then next turn, with no tax change or buildings built, it will swing up 20 points. And if I launch 100 m
Peace Treaty of some sort would be good. But I like Steevodeevo's idea of expanding alliances to include other forms of aid other than the jump in and fight way more. Putting both ideas into the game would even be better.
I have to agree with the need for drop downs (1). And the entire "food" concept (7) needs help and simplification, not that I even think it's working in game yet. I like where the "food" concept is going, just need the rough edges smothed.
The hexagonal tile set is seen more in the pure military stradegy game, several 'table top' games use it. A game such as this 1 has many stradegies, such as cultural and technology, and thus the need for a purest tile set is not missed that much. I'm sure the designers thought it over and keep the square set for various reasons, and personally I don't think much would be gained by them going to the hexagonal set. The only other thing I have to add is that it is too late for them to
There have been 2 things that has bugged me in GC1. The first was that the Senate had little point to the game other than determining if you got your party bounus. The next is that a player has complete control over the economy. If a player wants to put 100% of the econony into research then he can. That seems so unreasonable. So taking the 2 issues and putting them together I realized that there is a great solution. Make it that each political party has some control over the economy based
Ok, not sure which forum to put this in but I've been getting confused with the whole movement thing. You have SCT and PC for actual movement rates. They appear to be the same thing, but should they be? I see PC used in the details screen for range and I see SCT used for range in other screens. Then you have a gid system which seems to be unlabled. You have a larger gid which is what? I assume sectors. Then it is broken up into a smaller 15 x 15 gid, which is what? Parsects? If parsects
Planet spending works in weeks. That in it's self is annoying to me and would love to get rid of it and have it tell me actual amount of money it needs to complet the project. But that aside, what the game needs is a week 0 for completion of building uints. I'm rarely interested in if something will be done in 2 weeks, which is what week 1 can mean in real terms. In game terms we are playing in week 0. So if something will be completed at the end of that week, and thus ready to be used the
CariElf, I do understand the issue of complexity. I personally don't mind longer AI turns, up to a point. But I know that others would have an issue with it so HO HUM. If it was implemented I would like it more with movement, but I can see how the AI would have major issues with it, since it does add a huge depth to the game that currently doesn't exists. And I can see why other players don't want it on several levels. But one thing at a time. Wish I had thought about 6 months ago and said
For a strategy game the 1 thing I would like to see is the ability to have ship(s) be able to save move and react to enemy ships as they move near by. Basically they would be lying in wait and respond to encroachment. It would interrupt the movement of the current npc moving and force a battle. It would add a huge strategic level to the game and I don’t think it would take that much to implement. To implement a button would be added to the ship options window. And then code to aut
Well I have to agree that ‘blockade’ is a great idea. There are many ways to implement it, but all of them would take quite a bit of programming I think. So I doubt it will make the game, unless everyone pipes in about it. (And just to make a point that I think everyone who wants this should. I would be willing to wait a month or 2 to get this feature in, and yeah I think it would take that long. And I think it is way more important than good looking graphics.) The thing to remem
Bug I have with current AP. Can't research techs that I have all the prereq's for. Hyper Warp specifically in my current game. I have researched Hyperspace and everything required to get to that, but can't research Hyper Warp. I've checked and it's not on the restricted list. Also it's not the first time I've seen this. In other GC games I've noticed that if I win techs from invasions then sometimes techs that should be available from them are not researchable. ~SDC~
I noticed that if I have a ship in orbit and then leave and attack on the same turn that the ship maintains its attack bonus from being in orbit. I ran it through the combat simulator on the GC web sight and a dozen times in game to see if the results matched up. Only when I used the attack values for the ship while orbiting in the simulator do the numbers match up with in game results. I'm not sure if this is as intended, and thus my question, is it intended? Am I missing something? <B
More evidence on victory conditions calculations being out of whack. Got the event "Twilight of Humanity?" The event is to warn me that I am clearly in a no win, out classed war. In it my enemy's Econ and Military ratings are added up and compared to mine. There's was 203, mine was 196. They called this "Clearly chilling news." What a nut case, would someone fix the PR machine plz? ~SDC~
A lot of really good ideas here and finally read them all. For me 1. Fleets in general and in combat specifically could use a major over hall. You could do a huge expansion on this alone, I know I wouldn’t mine. Konfuzed667, nope, didn’t know that Frogboy has said this won’t happen. Doesn’t mean it doesn’t need to be done though, or that changes don’t need to be made. (ops, double negative) If everyone wants it then they might do something about it in some form, which is needed,
I have to agree with the fleet/stacking issue. Something must be done to make it worth while. That would be #1 for me above everything else I have suggested. Something simple would be fine (like a bonus), and then do a major fix with the expansion. I'm sure it's been mentioned, but I would like to be able to bombard planets. Take out some Social Projects and population. This might have to be in the expansion though, and I could wait for it. ~SDC~
I would like a change in how victory is being determined by the AI. Right now it says I'm slowly being slowly grinded down by my enemy or such. Problem is I have yet to lose a fight or lose a ship. I think the game is basing victory too much on the economy rather than victory in battle. And it is true that my enemy's economy is doing quite a bit better than mine. Yet I'm the one forcing it to build ships in one turn every turn for the last 5 turns on at least 2 planets. I'm the one
Ah, found the right forum. Don't know if anyone has mentioned it here, but I would like to have a button that forces the update of influence. I know the time for that to take would be long, so I would like it as a button. ~SDC~
Don't know if anyone has mentioned it here, but I would like to have a button that forces the update of influence. I know the time for that to take would be long, so I would like it as a button and thus an option. ~SDC~
Frogboy, you said "Influence saving is one of those imperfect solutions to a difficult problem. The influence algorithm is highly complex. In order to have it restore to the exact state you left it, it would need to save vastly more data. This put us in the position of either having the game take a minute on large maps or have it take 2 to 3 turns to recalibrate the influence on loading a saved game." Good to know and I agree with you, good choice, thx. Question, what about adding a bu