e-stab

e-stab

Joined Member # 657705
17 Posts 1,065 Replies 11,720 Reputation

I have noticed that transfer of unused social production to military doesn't always work. It only works when you set your military spending to 1% at least. But this shouldn't be necessary in my opinion. One other thing: The production bonuses don't seem to be applied correctly (or at all?) when production is transferred. I'm not against a penalt

106 Replies 126,416 Views

What I'm using to calculate the average damage is much more simple: attack value halved - defense value halved, Much more simple, yes, but wrong in most cases. E.g. the average damage of attack x against defense x is 0 for your calculation, which is clearly not the case.

9 Replies 6,196 Views

I assure you that even Suicidal is doable (a) without tech trading and (b) without Ctrl-N. I rarely use Ctrl-N myself, one time at most in all my games IIRC, usually I even take the first map that comes, and blind exploration is a given for me anyway. Some of the games that I submitted were played with tech trading, some without. As long as you have some friends and keep most of the AIs off your back, being behind in technology doesn't really matter. And once the tech tree is completed, all

14 Replies 12,076 Views

Well, masochistic is meant to be - masochistic. It's quite doable without evil magic, by the way. What I'd like to suggest, on the other hand, is for Stardock (a) to state what bonuses the AI really gets at Masochistic and above, and (b) to export these values (the non-intelligence settings) to a file in order to be editable for non-metaverse games. Paradox did it that way for Hearts o

14 Replies 12,076 Views

Oh plz make it so we can see which planets have empty tiles in colony management screen! That would be godly! I second that (see above) and have another small suggestion (which seems more like a fix to me actually) for the planetary screen: If you click the "details" button on the planet screen (e.g. to look for the planet with that nice "+52% starsh

106 Replies 126,416 Views

I agree that some way of telling the AI to f*** off and to stop building bases near MY planets would be great addition, be it with some kind of borders (in addition to the spheres of influence) or via direct diplomatic means. I find myself killing a civ from time to time simply because their bases get on my nerves. (Patience and understanding are virtues, I know... <img src="http://images.s

34 Replies 17,181 Views

This means "I worship your ability to speak my native language. You, sir, are truly a giant among men!" I'm sure you're right. Maybe she plays GalCiv 2...?

40 Replies 52,689 Views

Civ 4 is a very good game, but for me these two quotes sum it up: Played Civ4 3 times then got fed-up, it's basically a same-o-same-o game I also found it to be bloated. Could someone please explain to me why A TURN

37 Replies 21,784 Views

Now, any chance you can put in icons that show planets/ships/trade routes that are affected by starbases? Nothing too fancy, although having a line+anchor that goes back to the starbase(s) that affect the ship/planet/route would be really neat. Starbase range is shown already when you highlight the base. Additionally you can see the starbase effects

106 Replies 126,416 Views

Before v1.11 when you had moves left after auto orders where done the ship with moves left was autofocused. It's the option "skip moves left over from auto pilot". I would also find a keyboard command and/or button t

106 Replies 126,416 Views

- I second (third?) the instant ship movement option! Me too! Both for player ships and for the AI during its turn. (I already chatted with Cari about it, she called it the "teleport" function which exists already for ships out of the player's view.)

106 Replies 126,416 Views

Oh, two more things for the colony list: It would be nice to have an indicator when a planet has empty tiles, it could save a lot of time on larger maps. Maybe an extra column with the number of empty tiles right next to the planet quality would be the best idea. The other thing would be a highlighting of the planet's production/research focus, and the ability to change that directly on the list

106 Replies 126,416 Views

** Colony Management List ** Added shield so you know what planets are defended. Tweaked income display to now display Net Income instead of plain ol’ income…should be more useful. Also tweaked the list so it shouldn’t reset to the top when returning from the Planet Screen. What means net income? Tax income minus expenses for the planet? I'm not

106 Replies 126,416 Views

I second all suggestions except the first one about restarted games. That's something we simply have to cope with, I think, Crtl-N is a game feature for good reasons (even though I'm not using it much personally).

12 Replies 9,584 Views

I modded the tech tree to be somewhat more expensive to research, especially in some branches where the cost increases were too little for my taste. I added a number of additional effects as well, most of them are small, some of them are interesting though (e.g. on the way to tech victory). To play with it, download it from the library and overwrite your techtree.xml in \GalCiv2\Data\English\ with my file (you might want to make a backup first). Here's the full change log (

6 Replies 6,950 Views