ubertaco, I know that the first part of your reply wasn't directed at me. I was speaking up on behalf of others. Even if someone is being "dense", there's no need to take that tone. Decoupling does make a difference. The comparison isn't between a 100% industry planet vs. a 100% research planet. A real-world research heavy planet would be 80% research and 20% industry. In the current system, research has to be dialed down to 20% just to
amaevis
ubertaco, calm down. There's no need for ad hominem attacks. Specialization matters. There's a whole host of strategic decisions that planetary specialization opens up, that a generic planet structure doesn't support. The one I will focus on is geography. 1. Where do you put your centers of population? In other words, where do you fill your transports, where do your trade routes originate, and where do your taxpayers live? Th
There's way too much discussion on this forum for something that is fundamentally simple. Let's take MOO3 out of this. Let's break down the discussion into the two essential questions: 1. Should we be able to use all capacity? In other words, should research and industry be decoupled? 2. Should planet-level management be allowed? 1. I advocate decoupling. Coupling holds back planet-level specialization. Let's say you hav
Saying "it is because it is" isn't an answer at all. I prefer specialization because it leads to a more diverse set of strategies and situations. Designing an economy that pulls everyone back to center leads to generic strategies. It tends to be more boring. Of course, balancing a system that has more specialization is difficult, and you have to guard against highly tuned strategies that lead to zerg-like rushes. But IMHO, the effort is
Is this really the case? WHY???????????????? It doesn't make any sense!!!!!! So if I spend 80% research, then I'm funding 4 rps, but I'm stuck with 20% military and social, which means I'm funding 2 ips. So I'm spending a total of 6 bcs. That's ridiculous. Why should spending in one category be constrained by another? And I assume that the total spending slider (100%) is a multiplier after the fact. If I set the sp
I still don't understand how the three sliders allocate spending, if spending in a given category exceeds capacity. For example, let's say I have one planet with 5 rps and 10 ips. Forget bonuses for now. That means the planet can spend 15 bcs per turn. If I have the ratios set to 33% research and 67% total military and social, then I'm funding all of my capacity. But what if I increase research to 50%? Does that mean I'm payin
Even though the art and pronouns are artificial, gender does matter. It reinforces a message in our society that women aren't truly welcome or expected in positions of power. I'm sure adolescent females do play this game. I wouldn't want to send a message to anyone's daughter that there's a glass ceiling. That's why it matters. Of course, it's a slippery slope. Why stop at gender? Why not ethnic affiliation or religion? And if we do i
I can't help but throw in another two cents, so here goes: What about us pacifists? What about those of us who aren't trying to conquer every map? Pursuing a tech or influence victory depends a lot on our ability to manage the economy. Staying competitive in a peaceful way requires out-growing the enemy without actively destroying what the enemy is building. That requires economic efficiency. I understand not everyone wants to
Brad, what we're really asking for is the ability to micromanage. Let us be bean counters, and specify exactly where every BC goes. Why do we want this? Because we want to optimize our game and WIN. Is it a shock that players want to optimize? Is it a shock that prior to Civ IV, players would fiddle with the technology slider EVERY TURN so no commerce would be wasted on beakers that disappear? Of course not! We want to win, and we want
I've had no major bugs either. To me, this game is pretty solid, much more solid than the average game at release. What irks me are UI bugs. I'm a developer by trade. I understand stability issues. I understand calculation errors. Those bugs are subtle and hard to track down. But UI errors? Come on, guys. UI errors are visible and therefore easy to find. They are also pretty easy to fix. Why can't individual fleets be disbanded whi
The philosophy is actually pretty straightforward. You are the chief executive. The Senate is merely the legislative branch. Losing control of the legislature doesn't oust the executive. When an opposing party wins the election, they fight you tooth and nail on every issue that they care about. Technologists want research to go in a different direction. The War Party supports peace when you are at war and war when you are at peace. Just like whe
I don't like micromanagement. I can understand negotiating trade routes with a foreign power, but why do you have to build freighters? It's silly to have to purposefully build a freighter. I would think that a "conquer the universe" type game should have less economic micromanagement, not more.
If you're playing the campaign, the early missions only have armor. You get shields and point defense later.
"I have a headache."
Nerva, you are a troll. Your OP was incendiary and insulting, and you say "Time to go play some X-Com.", but you're responding to this thread on the hour. That's why everyone jumped on you. Now, that doesn't mean that your arguments don't have merit. I totally agree. I think Civ IV and GalCiv II are both very crude. And yes, we should REQUEST a better system, and work with devs to define what that is. We can do that without insulting t
In addition to that though, it would be annoying to have to set the launch square for EVERY ship. There should be a way to set the default, see it on the map, and override the default for a specific ship.
Inquiring minds want to know!!! Do I write-off this weekend to GalCiv or not?
There should definitely be a "dibs" function. Coordinate your war with your allies, negotiate who will get the spoils, and assign diplomatic penalties to those who don't hold up their part of the bargain.
I also want to point out the philosophical differences. A fast-attack strategy loses if it does not win. A defensive opponent can stick to its core, and slowly extend a well-fortified starbase-enhanced path to you. You are racing against your opponent's industrial might. However, you can afford to research less and you can land grab more easily, extending your industrial might to out-produce the defensive opponent. A defensive
Doing one-on-one simulations, or even fleet simulations, is irrelevant. We have to look at overall tech and military strategies in-game, not in single encounters. Attack-only ships require engines and sensors, since the first strike effect is so critical. You can offload the sensors to other ships, but if the enemy pokes you in the eye, you're blind. Taking the initiative requires information. You also have a harder time applying starbas
I just finished it on normal yesterday after the 5th try. It was surprisingly easy. I didn't rely on stolen DL tech either. The first thing to notice is that the troop odds are very different when you're invading. When you defend, it's like 300 to 2. When you invade (even traditional), it's like 10 to 100. 1000 troops can consistently beat 20 DL with about 200 survivors. Leaving your planets unprotected and building really fast transpo
It probably takes time to start folding space time to warp. Without warp, all engines move at pretty much the same rate. Cloning, or in the case of the Yor, manufacturing. Not sure why morale would affect pop growth, though...
Sorry if this is a duplicate post, but I couldn't find it in the Knowledgebase, and I couldn't find a dedicated thread in the forum. I did see mention of this in another thread, but I thought it deserved its own thread. How can we view the AOE of a starbase before building it? I don't think I'm the only one who finds it difficult to imagine an 8-parsec radius on a rectilinear grid. Is there a way? If not, may I suggest the foll
Sorry if this is a repeat post, but I couldn't find the answer on the Knowledgebase and I couldn't find any search functionality on these forums. How can you upgrade an entire class of ships? Shouldn't there be a way to upgrade a ship from the Ship List? Shouldn't there also be a governor for doing so? Finally, it seems like I can't select a ship to upgrade unless the ship is out of planet orbit and out of any fleets. It seems
Just a thought... It's like drinking unicorn giggles!