lawltastic! Why can't some people accept that if they scale the number of planets on immense to what it should logically be with everthing set on normal that they will still be able to play a galaxy with a lot of empty space. Granted they will have to change a few options as default will no longer have large areas of empty space anymore....some space, yes....as much as right now, no.
StoweMobile
lol I know. They could atlest make it were you have to refund the cost of the constructor + cost of construction that they spet to build to have them remove it.
Ya in my current game the Terran's and Thalan as well as 3 minors have build influence bases around my home planets. I have build an influence base in the Iconias territory, but not besides that. They need to put in a diplomatic option were you force them to remove the base.
Aside from some economic quarks with the latest version of the beta, I have to say that stardock has done it again. When this game is finished it is going to be a masterpeice! The unique tech trees and other additions make this game feel much more deep than its predescessors (which were still some of the best strategy games i've played). -That being said there are two issues i've noticed in the latest beta #1 - I think something like this has been around since GalCiv 2 (origina
Ya, I've seen alot of this. In my current game (immense, tight clusters) 3 of the races only have about 3-4 stars and only about 8 colonizable planets. Some of their starts were even so crappy that I was able to nab some of their better planets LOL.
While the minors trading for colonization tech seems wrong, I don't really see a problem with the minors grabbing resources. It prevents any one major from becoming too powerful without taking out a minor or two which should hert their reputation with other civs. They could make this a tipping point. If an evil race declares war on a minor, it could bring retribution from the good races. This might also might help balance good/evil more.
lawl! WoW, this could easily be exploitable. If you get the AI to declare war early on I imagine the two civ's now at war will start producing some military ships. This will seriously hert both the civs early expansion giving neighboring civs the chance to take advantage (unless they too are at war). Now what difficulty are you one, because I haven't experienced this personally. In my current game Im almost 2 years in, and theres only been 2 wars (this could be though because the Drath were some
Everyone that likes large galaxies with a large number planets feels like immense is empty. Some people like everything spread out...some don't. Now when stardock puts the number of planets back to what it normally would be everyone should be happy because the sliders will adjust accordingly when setting up a Galaxy. Atleast thats what I hope.
hmm, I haven't played as the Thalan yet (still trying to get the economy down), but I understand they need some serious tweeking. If they are locked at 6billion that would be quite a dissadvantage.
Lawl this whole topic has become a huge misunderstanding. Sorry about that! [quote] The spending on colony screen includes maintenance. So when you read spending 28, is that composed of: - 12 BC maintenace for Initial colony, - 2 BC maintenance for one Factory, - 7 BC for paying Factory and Initial colony social production (building another factory, social spending slider at 33%) and - 7 BC for funding Initial colony's research production (research slider at
lawl I too hope its only a beta thing also.
[quote]Very stupid question, but are you sure it is on all colonies or just on colonies where you have just the basic associated colonization tech? [/quote] Don't tell me its a stupid question if your not going to explain why. BTW I have no trouble counting and can see the planets show more spending on a planet than is occuring. Now if there is something happening that I don't understand you could try explaining that instead of flamming me (which I believe is against the forum rules), o
Maintenance is a separate cost. It includes Maintenance for the colony, and combined maintenance of the planetary improvement's. So a new colony makes like 8bc a turn, and Loses about 18bc for maintenance and 15bc for spending (even though its only spending 6). I don't know if these Ghost costs are actually charged to you, but it sure seems like it.
Can anyone confirm if there is actually more stars in a Immense Galaxy than a Gigantic Galaxy on tight clusters, or is there just alot more empty space.
I don't know if you would consider this a bug, but on all my colonies it shows that im spending alot more than I actually am. For instance, on a colony I just started it show that it is spending around bc a turn, but I am only spending 6bc(2 military, 2 social, 2 research). I don't understand why Im haveing to pay 9 extra bc when the planet isn't acctually spending that much. This has been around though in some form since GalCiv2 Original. This isn't so much a problem later on, but it is pretty
just doesn't seem to be enough stars :(
Has anyone noticed that on Immense Galaxies if you play with Tight Clusters there is way too much space between the clusters of planets? It seems like the number of planets doesn't increase too much from Gigantic, so the space between the Clusters Is very huge. Even on abundant stars and planets there is still much more area of empty space then you would think there should be. I like my Galaxies to have some space between the CLusters, but not that much lol. I tried with loose Clusters and the w
wow I suck at this game
ya, they need to fix the unique tech trading in the game so that not every tech is tradeable.
to get back on topic, potentialy they could make it to were the game scales back maintenance untile a certain turn. That way it would give everyone a chance to get their economy off the ground.
lol ya a PvP MMO were everyone is the same, that sounds like fun.......oh wait.
if they are going to put in an adjuter for that then none should also be an option for those who play without superablities on, and would like to not worry about the different atmospheres.
[quote]On a related note, I'd like to see an option to set the proportion of extreme environment planets for a game -- something like "Extreme Environment Planets -- Low, Normal, High". It would be interesting to have a galaxy with many habitable planets, but most of them inaccessible to most races at the beginning. [/quote] This might be good, but changing this would give the civilizations with the ability to colonize some of those planets from the get go a big advantage.
See I just tried a colony rush, and went bankrupt before they started making money (or even paying for themselves for that maner). I think a problem is that the Yor only start with 3000bc (maybe all do, not too sure). blah, this is annoying It gets to where I can't build anything because 2 colony ships cost 40bc a turn in maintenance....f-that.
I think this game is going to rock. What does everyone else think?