marioflag

marioflag

Joined Member # 2351863
133 Posts 294 Replies 13,068 Reputation

Tech trading possible only if you have trade routes is another good idea but in my opinion the problem is that there are so much techs that is nearly impossible that another race can't supply you with a new tech.In a normal game i research between 10 and 20% of my overall technology so i can say that diplomacy is better than research bonus if u want to be the most advanced race of the game.An implementation of the civ4 tech trading system is surely better but i'm also sure that it wouldn't be to

144 Replies 67,113 Views

Jen Dragon why don't you make a thread or a poll where you ask people if they like your idea to make it at least more public, so developers too could watch for it? I'm sure your idea would enhance a lot gameplay and would be finally a solution to tech whoring.If you don't do it i will do it for you

144 Replies 67,113 Views

tech treaty and perhaps have to send a freighter to the capitol planet of that race to aquire the trade of a single tech? Also minor races that appear mid game fully teched out. I am assuming if they dont need any techs they have them all? This is one of the best idea i have heard.If it could be implemented i would be very happy.

144 Replies 67,113 Views

Man you have really done a very great job!i have read all your strategy guide and it's very very useful.THANK YOU. Ralegh it could be added planetary invasion tacticts strategy but i repeat it is one of the best documents i have found on the net up to now about gc2

9 Replies 10,949 Views

21.3 IP (3.08) I understand the "Influence Point" figure, but what is the other one (3.08) ? 3,08 is alien influence if the number in parenthesis goes over 4 your planet will probably join the other alien race.Probably your planet is in the sphere of influence of another race or there is a neraby alien planet which produces a lot of influen

6 Replies 9,072 Views

I have played recently one game and as often said if Korx planets falls under your sphere of influence they can easily join your side.So if they falls so easily under alien sphere of influence why they don't have a negative modifier to loyalty?

3 Replies 3,434 Views

yes totally agreed.Probably there is another factor which enhance this problem and it is the fact that there are nearly 200 techs so it's very easy that all civs has different techs.I have yet to try the 1.0x.10 and hope that some things are changed.

144 Replies 67,113 Views

I also would like what jpf said about research,economic,military traties, but about parking ships outside your homeworld i think it is a bit hard to implement because you don't have spatial borders, influence are not borders and you can colonize a planet inside alien influence.So how can it is implented space in this game is like a "no man's land"

6 Replies 5,673 Views

The reason for taking it out, IIRC from your other posts, were the big changes in income when social upgrades happened automatically from tech breakthoughs. I'm assuming this is a problem because one moment you think you are rich, and the next you are running a big deficit, and this really screws with planning. Probably the solution can be foun

63 Replies 32,500 Views

well so research bonus is really misleading.This formula is very strange i don't understand why if i have 20% research bonus i should get a research bonus which is the half part and i should pay this research for 1/6????wasn't simplier if the formula was applied as it is shown?so should be two the things to do 1.if i get 20% research bonus i should get 20% research bonus or 2. race abilities, improvements and tech bonus should get their real research bonus so iconians should get a +10%

63 Replies 32,500 Views

Peace Phoenix i'm sure you are absolutely right in your calculations so there is something i'm lacking.........but if i have 30% bonus research calculations shouldn't be: 24*0,3=7,2rounded to 7. So i'll get 24+7=31 research. why you divide the bonus for 2? and why in paid research you add 1 point to be paid. Or u divide the bonus for 6?

63 Replies 32,500 Views

when morale = 100, growth = 0.1B * 1.25 * 2 * 1.3 = 0.32B per turn drank i'm not sure but probably when morale is 100 and you are TORIANS the population is only doubled so it should be 0,1B*2*1,3=0,26billion 1,25 modifier should be only applied when morale is between 75 and 100

63 Replies 32,500 Views

i agree with jscott 1 month instead of a week is a more reasonable time. I should add also that anyway 1 month and 100 million new taxpayers would also be a bit unreasonable, until lucky galciv people don't do sex 24h a day .

81 Replies 37,298 Views

if every war you declare your good alignment should be lowered probably there would be a great unbalancement between good and evil alignment, and remember that good choice imply so hard choices for now.Anyway i agree with you in principle

7 Replies 13,563 Views

Consulting so often galciv2 wiki i have done some considerations about a galacticopedia.While galciv2 wiki is not yet fi ished it is so useful and well written that the introduction of a galacticopedia in the game would be a very great addon.Usually the biggest problem of civilopedia or galacticopedia is collecting and writing so much informations, but all these informations are nearly already written so a galacticopedia needs only to be structured and linked to the game.What a galacticopedia ne

0 Replies 1,830 Views

Anyone has any feedback about courage during planetary invasions?how it is related to soldiering?

0 Replies 1,486 Views

A Suggestion: AI minor races should be allowed to colonize all planets inside their star system, if they are toned down due to less money at start they will be only cannon fodder for my ships.At least they should be able to defend their "lebensraum"

25 Replies 35,897 Views

Item #7: I just rechecked the code. Here's the issue: The population increase is capped at 100 and then if morale = 100% you still get that bonus. Population is simply increasing so much that the bonus is meaningless. What needs to be changed is that the population ability bonus is applied AFTER the cap has been implemented. I'm going to do that right now actually.</

63 Replies 32,500 Views

Yes totally agreed an option which disable tech trading and is applied to everyone is a must considering also how tech trading is managed.Anyway tech trading should be also fixed, i'm obliged to play ideological war scenario just to not play a game with an insane tech trading

17 Replies 13,196 Views

I have played as torians and can say that as horgel2 noticed population was growing at 0,125 billion per turn in my homeworld, i noticed also that with moral at 100% population growth is doubled at 0,25 billion per turn.Anyway population growth bonus are not applied torians have 30%population growth bonus but it wasn't applied. On a game as terran alliance my colonies grew at 0,1 billion people at month

8 Replies 10,859 Views

Men there are in my opinion other factors which needs to be explained.COURAGE.What is courage in game?In planetary invasion i don't see any courage factor.LOYALTY.it can easily explained what is loyalty but how it influences the game?And probably the most important; i have created some thread about it but are totally unanswered: what about ADVANTAGE FACTOR and how it can be calculated based on a level of soldiering, tech tree,courage(perhaps) and invasion tactic?i hope to find an answer.

63 Replies 32,500 Views

Yes, thank you. i didn't notice anything about research before your post.But i would add another ability which in the game doesn't appear to have any effect: POPULATION GROWTH. I was playing with Torians and while they have 30% population growth bonus it didn't applied in my games.U can simply reproduce it by playing with torians

63 Replies 32,500 Views