i don't personally think the game needs any more window dressing like this, i'd rather they concentrated on other things that add more to the game. This is hardly window dressing. When dealing with multiple starbases, it is easy to get confused on which ones have the modules they need. Instead of selecting each one and sending constructors ther
DrApostle
After doing a test I can confirm the wiki is correct that the normal % growth is normally 3% or 75 million whichever is smaller. This means that after 2.5 billion on a planet, 75 million (or 150 million with 100% approval) is the maximum amount of normal growth that can occur per turn. Of course, this was tested without racial traits or wonders that add to population growth.
In theory, the wiki accurately explains the population growth as outlined by Brad in the 1.1 notes. However what I did was examine the actual data and realized that the population increase was a constant number rather than a percentage of the population. I haven't tested this out with 1.2, but I will!
Here is a discovery I made in April: https://forums.galciv2.com/?forumid=162&aid=115100
KOTOR and GalCiv are really different animals when it comes to the implementation of speech audio. In KOTOR, there are options for responses which the developers can provide speech audio. In GalCiv, the possibilities are practically endless for speech that is initiated by the player. It would be a much more time intensive thing to do with little return. This is why speech audio is not present in turn based strategy games. (It is not in Civilization IV either.)
The latest stance by stardock is that #1 is a BUG not an anti-cheating mechanic. Please read the linked thread in post #4 for confirmation of said statement. Thanks! Actually, the post is here: https://forums.galciv2.com/?ForumID=274&AID=115670
Insert plea: Please fix the load/save game so that the game does not add extra movement points and halt production and research.
Anyone really believe this is a bug? -- Come on -- they just don't want you replaying turns to get an outcome you like. Problem is you cann't save/load a game without lossing game integrity and the game does crash occassionally. And a game can take me a week or so to play on Gigantic map -- so have to minimize using contoll-alt-delete and leave comp on. Thanks de
Hello, what about the casual gamer? I'm right here! I would like to play for 30 minutes to an hour without an artificial change to my game. I can do that with CIV4; why can't I do that with GCII. I also use the computer to do other things like video editing, so I really can't leave GCII running in the background. Right now my game graphs look like a heart monitor!
Well, given that memory issues are fixed now, I think SD should bump this to the top of the list. It effects everyone and it involves a central game mechanic. I'm not bent out of shape about it like the thread you linked to, but I do think fixing this should be of a higher rank than an example mod.
mandatory bump for consideration
When loading a saved game, each player seems to gain an added turn of movement and "seems" to lose a turn of production. My impression is that this a widespread occurance that many people have accepted. https://forums.galciv2.com/?ForumID=274&AID=111617 I emailed Brad about this, but there has been no response. I would be interested to know: 1. Is Stardock looking into this? 2. Is my experience universal?
I still experience this as well.
Only teh devil knows. Considering that the devil is not considered to be omniscient, are you saying that Brad is the devil?
Custom race, planet quality 10, 0 civ pop bonus, 55% moral: 5.00 --> 5.08 --> 5.15 --> 5.23 --> 5.30 Thalian race, planet quality 15, o civ bonus, 55% moral: 5.00 --> 5.08 --> 5.15 --> 5.23 --> 5.30 Same as above, exept with 20% civ pop bonus: 5.00 --> 5.09 --> 5.18 --> 5.27 --> 5.36 One thing, too. It looks
I also saw no difference between moral 55% and moral 70%. The difference kicks in at 75% in 1.1, not 70% like it used to in 1.0X
+ Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn. Now is would change at 3%. The "population growth ability bug" wasn't a bug but rather a problem with having populations in billion
i did this looking for optimal tax increases, and population increased the same number of citizens per turn, depending on tax rate. Are you sure it wasn't tied to morale? (Which, of course, is tied to tax rate.)
Maybe at 4 billion people you have already hit the cap for planetary growth so the growth rate will remain constant. Colonize a new planet with 100 million and see what happens with your test? Cheers, John But then any population growth bonuses would be negated. In the 1.1 patch notes, frogboy clearly stated that he did away with the
By going "back" to 88?, did you mean 77? I phrased that incorrectly. I went to 88% morale just to see if there was any variance above 75%. There isn't. What was odd was that the numerical increase was the same, despite the fact that the population increased from 4.6 billion to 7.5 billion.
Any feedback on this?
I ran a test using a custom race with no population bonus. I did not colonize any planets. I started the test after I had already pulled some population onto the first transport, thus beginning with 4.6 billion people. Date.....Morale.....Pop.....#Inc........%Inc 1 Jan.....77%......4.6.....(.093).........2.02 8 Jan.....77%......4.693.....(.093)....1.98 ...(The # incresed remained constant, while % increase fell) 15 Feb...77%.....5.158.....(.093).....1.84 ...
I never had problems with 1.0X or 1.1b1. With 1.1b2, I have a game that, when I hit "Turn" goes off into never never land and never comes back. The Debug log doesn't look like it has anything meaningful in it. If the devs want., I'll be happy to forward my save game, but that's probably what's required to diagnose this further.</