Phenylman

Phenylman

Joined Member # 2642904
6 Posts 5 Replies 391 Reputation

(actually, I am not entirely sure if this should count as a bug or not...) Precursor Library normally gives 12 tp of research points. When it's built on research bonus fields, the base for the bonus only counts as 10 but not 12, that is.. On 100% bonus fields, Precursor Library only gives 12 + 10 research points but not 24. On 300% bonus fields, Precursor Library only gives 12 + 30 research points but not 48. This seems somehow strange to me, for s

0 Replies 1,784 Views

As civilization-specific tech-trees were introduced in Galciv2:TA, civilization-specific (or "tech-tree-specific"?) Galactic Achievements and Super Projects were also introduced. As far as I know, only one of each Galactic Achievement can exist in one game normally, but there can be multiple identical Super Project, as long as they were built by different civilizations. (like Hyperion Shrinker, Economic Capital.. they can be built only once as long as the civilization has the tech to b

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1. There was a game in beta 3C that 2 of my planets were taken by jagged knife, and I was building diplomatic translator on one of them. I don't remember clearly, but it seemed that I was not able to rebuild another diplomatic translator on another planet of mine. After I take back my planet through invasion tactics, that diplomatic translator was gone, and I was still not able to build a diplomatic translator whatsoever, then a few turns later the Yor (one of the other 9 opponents) complet

382 Replies 105,307 Views

Hello, again... I've been feeling that adjusting the order of queued social project on, say, over 20 colonies on a gigantic map (especially moving the very bottom one to the very top) would be a chaos; are there others feeling similar, too? The suggesting is that perhaps some (or more) hotkeys may be added. Say, using the key "Home" and "End" to move some social project to the very top and the very bottom, as well as using "Pageup" and "Pagedown" to move the social project up

0 Replies 2,911 Views

Hi, people... I just thought about this and am not sure whether this has been suggested, so I will just give it a shot. In Galciv2, spaceships have "moves", which are determined by the given speeds. I recall that in some turn-based strategy games, a unit would be unable to fightback during other players' turns if it already has no more moves left. Would similar method apply finely in Galciv2 ?

2 Replies 5,094 Views

Now this seems slightly funny... Yeah.. I guess I used the Yors too often.. so my mind has become.. slightly too mechanical. I was thinking something like if r can be set to a certain number so that the population will be smaller than usual when P K/2 . Also, I was thinking something like.. even if the players manipulate K to increase dP/dt, they need to keep up the morale, so

9 Replies 12,840 Views

To n0v4k4n3: Being honest, I felt that your words were.. offensive. This is merely a suggestion to Stardock that may not even be accepted. Perhaps there is no need to.. provoke others.. at all. I think that there might be some misunderstanding here, so.. I should clarify my idea a little more. 1. "r" is a constant that has to be determined first. Using a value too high will definitely ruin the game, but using a value too low will also make the game difficult. T

9 Replies 12,840 Views

Greetings, I have been trying Galciv2 for quite a while and have some suggestion - that is quite much of he reason why I registered an account. This game is indeed great, yet I would like to criticize a little so I may help to make it even better. We know that the population growth in Galciv2 is constant, that is, a linear growth. Yet, a high school student taking up to Gr. 12 Biology might have studied that a natural population would grow under a "logistic growth" (not

9 Replies 12,840 Views