In GC1, if I recall correctly, trade benefits equally to both sides of the trading route. This is not good, in my opinion. Look at how trade seems to work on our planet: - the side with the highest technology level provides high technology goods - the side with the lowest technology level provides basic items This means that any trade should result in some technology transfer. Also, the current scheme doesn't favor establishing trade routes; it is as good to wait as to d
moi-meme
While I like the idea of how trade is conducted (with the mini freighters etc...), it has a major drawback: if you want to play correctly, you should, during a war, kill all of your opponent's trade routes. You are at an unfair disadvantage against the computer here: - it knows exactly where all the mini-freighters are (just strain your eyes on the map in GC1 to get that information!) - It can (and does!) shadow some/all of your mini-freighters with small attack ships
Maybe that's not a bug. Anyway, there seems no way to build a "custom" constructor (for exemple one with advanced engines which would go much faster that the basic design). Yves
When I put all economic cursors left (at the 0% setting), something strange happens: The total of the three cursors exceeds 100% and reaches up to 200%. For example, I had cursors at: military 0% social 50% research 50% then, I moved social at 0% the research at 0% and finally got a 50% social rate and a 150% research rate. Later, playing again with the cursors to see if there was some repetitivity to that process, I got: military 1% social
Last time I did invade a planet I had 250 vs 650. The indicated advantage for me was 2, against 0 to the opponent. I selected standard warfare. I was surprised to see that my opponent got a 2 (I got 2 too). I was also surprised that the result was: no death on my side 650 death on their side. Are there not some things wrong in all of this ???
The new tech tree associated with the new ability to custom build ships implies a lot of balancing on the ships elements, which is not currently done. Let me explain. When you build a ship, you get to choose: - attacking weapons (number, type) - defensive layers (strength, type) From the offensive side of things, here is what you see:<
When an enemy has a colony ship around a planet , I can select it and send it in space. I even get the cursor to fill it with the number of citizens I wish it to carry out. Great prior an invasion... but well, I doubt the enemy should let me manage his colony ships like that
In the ship creation panel, I can choose from a (long) list of drives. One of them is always better (i.e. lower space, lower cost). Why bother should all the others (which I won't choose unless I'm crazy) ? The same with each weapon class.
In the ship creation panel, the graphic for that drive doesn't appear.
When I discover a new tech that applies to ships, the "new improvements" list keeps repeating the same ships (depending on the tech) many times.
When improving the market into a trade center, the time to build the improvement was indicated as "-6" instaed of what I guess should have been "16".
In the domestic policy panel, my civ was rated as "8String" instead of 8th in economy.
this has no effect. More generaly, a lot of other techs seems not to have any effect, or the associated building do not seem to exist (stadium for exemple) ; it would be good if non implemented features were clearly indicated so as not to report them as bugs.
I can see some of my opponents ships in places where the map is not revealed. Is this normal ?
When playing on a gigantic galaxy, you cannot see the stars in the minimap, so you have to zoom it. This is a bit tricky (in general), and even impossible when you try zooming near one of the map edges (or at least the superior edge). It would be good if the stars did show on the main map, even in uncharted territory.
I have been attacked by invisible ships. I am not aware of any cloaking kind of technology (at least not at this part of the game). Might this be a graphical glitch ?
My survey ship (don't know for other ships yet) can go one square beyond the range limit as indicated on the map.
this doesn't give access to new improvements even though the text indicates it should. I researched (in order): manufacturing theory xeno-factory xeno-bank xeno-mining
sometimes ships on autopilot don't move between turns.
if I bring a ship to colonize a planet, a pop-up appears. Whatever I answer (i.e; even if I answer "cancel") the colony is founded.
This follows a previous post about pacing and how any planet could drastically extend your range. I have started a new game (huge galaxy), and done a lot better at the start. One of the thing that bothers me a lot is the "colony extends range" thing. Well, an alien civ colonized a 0-planet (now a 2-planet), and this allows it's whole fleet to come after me. I know it worked this way in GC1 but I always felt this was not very good. A small outpost like that should certainly have no w
I have played my first game at an easy setting (not the the very first setting but the second) and I lost the game pretty quickly, even though I am a rather exeperienced GC1 player. I know I have not been playing in the best possible way and in particular not been very agressive both in: - colonization - military research I played rather laidback, developping (economically that is) my few colonies and broadly researching technologies (i.e. not going frantically along the military
Maybe I have not seen it, or maybe it's just not there, but I believe that both: - net income for that turn - overall population approval rating should be shown in the main screen as is your treasury. After all, both figures are of major importance in the game! Yves
Down on the bar you have the "Turn" button. Then, in many sub screen you have a "Done" button, which is not always found at the same place, but sometimes very close to the Turn button. It is very easy to click on the Turn button insated of the Done button. - Maybe the Turn button should be replaced by the Done button (Turn being then done only at the main interface) - Or the Done button should always be placed at the same spot in the screen. Just a suggestion
The game crashes if I attempt to "continue" my previous game. I have to manualy load my last saved game. Yves