Martimus

Martimus

Joined Member # 651436
51 Posts 602 Replies 15,686 Reputation

I have not played GC1 in a while but IF my memory doesnot betray me, I think we had the option to tell the AI to remove their starbases and ships from "OUR" territory or sphere of influence. I think that was from Civ 3. (Which I liked much better than Civ 2, although it didn't have as much replay va

223 Replies 118,971 Views

Trade is almost irrelevant later in the game, because the taxes are so much more powerful than in Gal Civ 1. I don't even bother making new trade routes late game, because they just aren't worth much anymore. But they are useful in the early game, so I am not complaining, I am just used to them being more important from the first game, and it takes some getting used to. As to your question... (Sorry, I went off on a tangent...) Trade is b

15 Replies 10,049 Views

Trading the trade goods to other civilizations gives them the abilities that those trade goods give to you. You do not lose those abilities, and the AI will not be able to trade it to anyone else. (Nor would you, if you traded for a trade good.) So you don't need to worry about them trading it to one of your enemies, but I would be wary about trading goods that affect your diplomacy skills - since this would make future trades with them less profita

7 Replies 6,855 Views

Brad had previously commented that he was considering getting rid of the overall spending slider and replacing it with a research and production slider in version 1.1. (Of course you would need to have an additional slider to subdivide the production between social and military) This would solve the problem that you are talking about, but it makes the screen even more complicated than it is. We will see if he implements it.

29 Replies 180,918 Views

This is caused by a calculation to figure out the population at the end of the invasion. The population variable is an unsigned 32-bit integer. (Maximum size = 4,294,967,295) What happens is that when you use information warfare, win the invasion, and have fewer troops left over than the amount that you converted with information warfare, then the game subtracts the amount of troops you gained in the invasion from the final population. (Or more lik

9 Replies 11,000 Views

One of the only reasons I would like to see multiplayer implemented on this game is to see what types of Mods will come out for it. I could see some multiplayer mods for this game becoming very popular and keep the game fresh for a long time, ala Counterstrike. Singleplayer mods never seem to have the legs or support of the multiplayer mods in current games. I can't think of any popular singleplayer mods, although I think Rome: Total War has some...

6 Replies 13,443 Views

About the metaverse: are there different ladders? Is there a Beginner ranking in the MV tree, or does everyone have to play a hardcore game against insane AIs? You can play any game you want. Harder opponents only give you more points. If you want to play cakewalk games on Metaverse, then you can.<

24 Replies 16,947 Views

I had similar problems with my computer overheating and crashing before the 1.0X patch. That patch puts a limit on the framerate, and it helps cut down the heat on the video card. I have had only one crash since. Try updating to the newest version, if you haven't already. (Or if you have already, make sure that the framerate limiter is enabled - it limits it to 100fps, so it shouldn't reduce the image quality.) Otherwise, I don't really have an id

47 Replies 35,776 Views

I've played several games -- some I'm in the lead overall and some I'm pretty far behind, but I have NEVER seen a race -- major or minor -- that is wiiling to trade an offensive tech. If you have the most powerful military, then the other races are not willing to trade military techs with you. I have never had the problem of being b

30 Replies 26,949 Views

Can you explain fleet manager? You need one for every planet, so what does it do? The fleet manager allows the ships in orbit to act like a fleet. If you don't have one, then the enemy can come in and destroy the ships in order one-by-one, instead of fighting them together in a fleet. If you do

25 Replies 25,334 Views

I disagree about the tech trading being too powerful. Even on Normal difficulty, the opposition won't give you good techs unless you give up something of high value yourself. The devs recently made the AI value techs more, so try updating to the new version (1.0X1), and it may be fine for you. (The early techs are traded freely between them, but they aren't worth much anyway, because they only take a couple of weeks to research.)

7 Replies 8,139 Views

There isn't much point putting 2 colony modules on a ship IMHO, because planets grow at a constant rate anyway. The difference in population is negligible after only a few turns. So yes, I do the same thing.

8 Replies 9,657 Views

I was sending out ships in different directions from a stack and they all just ended up giong to same place. This is annoying... You have to make sure that you only have one ship selected. Plus there is no way (That I know of at least) to deselect all selected ships, except to do them individually. It would be nice to just click on the map a

317 Replies 89,712 Views

We could just put the Terror Star back in. That way you could destroy the star yourself. (I didn't have much use for it in GC1, because it was way to slow to use effectively though.)

14 Replies 9,083 Views

I am currently finishing a gigantic game with abundant everything, and loose clusters. I own about 35-40% of the galaxy now, but I litterally have over 250 planets under my control. Not a single race has fewer than 20-25, while the big ones have around 50-100. It is insane, but you get a lot of really cool ships. I have about 20 fleets of 7 huge ships, and at least a dozen fleets of smaller ships. (log capability = 46) So while it was very tedious to begin with, it can be pretty fun later

44 Replies 28,200 Views

You can pretty much build a starbase anywhere. However, in 1.0X and earlier, you have to have them be at least 3 tiles apart on the map (this is going to eventually be changed to X number per sector -- probably 4 which is what the AI is stuck with). The way it is set up now seems to work pretty well. If you move to just having 4 per sector, yo

120 Replies 1,089,447 Views