Is it possible to build a ship in GalCiv2, and then export it--textures and all--into a common format useable in other applications? In particular, I'd love to have better models in Star Ruler.
Ynglaur
I haven't had much luck with all-labs as the Yor at all. Their starting research improvement (can't recall the name...) is very enticing, but it's 1 per planet. So, you can have decent empire-wide research, but every world builds slowly. Given that, one might as well go all factories, especially because the level 1 Yor factory is the most efficient structure in the game (6 bc's for 5 production). It's slightly less efficient, I think, when it comes to research (I ca
Two things: 1. Any word on when the Arnorian ship style will be made available? 2. I, too, was apprehensive about SDC and Impulse, being a former Steam veteran myself. Impulse is to Steam like light, fluffy clouds are to an iron ball & chain. They're similar concepts, except Impulse doesn't clobber your system.
- Increase the brightness of all trade routes in the main screen. For bonus points, make this a configurable option in the "Interface" options screen. - Allow the zoom function on the minimap in the Trade window. - When expanding the mini-map, overlay everything currently selected Currently, only Influence shows up (whether or not you have it selected). - When you've researched Eyes of the Universe, the visibility range stays open after a ship is destroyed.
Sometimes AIs try to fight a war and grab planets when they sue for peace, rather than taking them by storm. They may also be at war with you for diplomatic reasons (i.e. to curry favor with someone else).
http://www.bethsoft.com/bgsforums/index.php?showtopic=274228 Second paragraph addresses this. Not offiicially supported, but no major problems for most people.
FWIW from a consumer: producers that release games when they're ready rather than have the "eh, we'll patch it later" approach seem to do remarkably well (Stardock, Blizzard (the original Diablo team was tiny by modern standards...), Bungie in the Marathon days (pre-Microsoft). Likewise, games that don't require a $4,000 rig also seem to do well. I'm in the enterprise software implementation space, and there's little more frustrating than watching a client flush a $10M investment
Isn't having tech brokering turned on kind of like putting DRM on your technology? And from Stardock, no less.... :p
Put some economic starbases around that puppy.
Currently playing Yor, Suicidal, Gigantic, Abundant everything (except Anomalies = Rare), Slowest tech. I'm Year 3 or so. Having stumbled and failed at All Labs in ToA with similar setup, I actually went with the balanced approach. Those +300% research tiles are just too tempting with the 12rp/3maint building the Yor get. I haven't researched any other lab type--much less built them. Interestingly, while technically my maintenance is not optimized, it's not killing me. Some decent tech tra
Population growth buildings are nice early in a colony's life, but also help later to produce troops for transports more quickly.
At which research speed?
I, too, would rather that spy costs are based on currently-owned spies rather than ever-owned spies. It's too easy for other races to gang up and nuke all of your spies, preventing you from defending yourself (unless you're lucky enough to have the Counter-Intelligence Center).
Planets with higher populations result in more lucrative Trade Routes. I think, but am not sure, that the value (or, really, range of values) is determined on first landing. Thus, if the population increased between the two trade ships' landings, the second would have a higher value. I'm a little unsure of the trade route values are set at launch and landing, or are updated turn-by-turn. I would prefer the latter: as worlds become more prosperous, the values would increase.
The above refers to the "trade bug", btw. Can't seem to edit that post...
I didn't know you could do this, but I actually like it. It's a real investment to artificially extend your range--starbases aren't cheap, and certainly isn't game-breaking.
/ignore Hyperbolic Troll
Races with relatively small technology trees would have a slight advantage, although tech traders would be put at a disadvantage. I wonder if you could go through the game and just outright [I]buy[/I] every technology you need, and just go all factories...
You can research Sensors to make up for the poor speed, at least for exploration purposes. A ship with Speed 3 and Sensor Range 3 traveling in a straight line can discover 21 new squares per turn. A ship with Speed 2 and Sensor Range 4 traveling in a straight line can discover 18 new squares per turn. It's not as good, but it helps.
I know Stardock is removing the research cost multiplier which is affecting end games, but that this feature was actually put in at the request of some of the beta testers who felt the late-game tech race wasn't epic enough. Would it be possible to have another category of Research Speed in the game setup window? We now have Immense Galaxies: how about Glacial Research Speed? Alternately, someone could just come up with a quick & dirty mod to modify the research costs, making
No patch on Stardock Central yet. Stardock has been early with patches in the past. Therefore, this time we should all consider them to be late. Only 10x better than other game developers/publishers, as one clever poster noted. :p (Can anyone imagine how good MOO3 would be if Atari had supported it like GalCiv2 has been supported? The games are very different conceptually, but I think they'd give each other a run for each other's money...)
I think I'm okay with not being able to "choose" to get the tech. Technologies governments/civilizations don't want happen in real life, and your strategy should be good enough to adapt to them...
Thanks for the responses. Maybe the Energy Feeding Centers were thought up before Charging Stalks...(maybe the Dark Yor use them?). Any high-level estimate for when the next patch will be out?
Improvements which create Research or Industry points can be rated in terms of their efficiency, which is an expression of the cost per point. Most people just look at Improvement.Maintenance, because this is the only variable, but comparing this alone gives only the absolute difference, and not the relative difference. This is because, regardless of maintenance, a given point always costs 1
Torians have gone bananas in my game as well. They're by far the large civilization I've met (met them, Krynn, Iconians, Drengin, and Drath so far). Interestingly, I can't place a spy on any of their planets: they don't have any Improvements at all (at least the planets I can see). I'm hoping they're a paper tiger: their influence is starting to hurt, so I'm going to have to start a war with them with nothing but Troop Transports.