DaviddesJ

DaviddesJ

Joined Member # 1892022
0 Posts 0 Replies 78 Reputation

When people speak highly of the computer AI, they speak of how good it is compared to other games. I can't think of another game that is even remotely close. The Civ4 AI plays Civ4 better (closer to human ability) than the GalCiv2 AI plays GalCiv2. You can argue about how much that's becau

49 Replies 36,334 Views

For each improvement, it would be nice to list the improvement (if any) that obsoletes it, as well as the improvement that it obsoletes. That way you can easily answer questions like, "What's the next upgrade after the Enhanced Factory?" (Answer: Manufacturing Center.)

120 Replies 375,081 Views

Unfortunately other than ships which list the actual bc cost to make you can't measure the cost of a factory or bank or galactic wonder (this has been requested but Stardock hasn't released it so no one knows the exact inefficiency). Huh?? The cost of planetary improvements isn't any kind of secret.

8 Replies 11,086 Views

For example, if you are the only race that knows the tech selling it to one other gets you full price. Now that two of you know it, if either of you sell it you would get half value. Once a third knows it, it is worth only a third. Actually it should drop off much faster than that. Basic economic the

12 Replies 14,023 Views

2) I always thought that No Tech Trading was a pretty lame idea.... but people asked for it... and asked for it.... and didn't stop asking for it until it implemented. The net result is clearly going to be stunted galactic technology - people get what they asked for! Well, it should really come with a

12 Replies 14,023 Views

#63: yeah you can still steal techs w/ conquest or spies NO! Please NO! This will make the whole concept useless. If the AIs can't trade techs, but you can pile up techs by stealing or invading, the human player will have a trivial route to runaway victory. If you're going to allow turni

148 Replies 171,612 Views

Frogboy didn't say it couldn't be done, he just said that it was a lot easier. Sorry, but he said that it "only works" if the target only has a couple of planets. You seem to agree with me---the sneak attack usually/often is very effective against a target with many planets. Not always, but very oft

41 Replies 135,592 Views

It was about time for them to die now. The key to a good surprise attack is..well surprise. This sort of thing only works on maps where a side only has a couple of planets tied together. People who "Beat" the AI tend to play on maps where each side maybe has 1 or 2 planets. It makes it a lot easier to do a sneak attack like this. This is n

41 Replies 135,592 Views

We could have just used flavor text on the abilities and saved ourselves a lot of trouble and had one group be happier with things like: Military Production Ability: ( ) Basic ( ) Industrious ( ) Magnificient And let the user "imagine" what those values meant other than "something really

71 Replies 86,086 Views

For example, a few consisted of using the Survey ship to find out the location of the planet that needed to be conquered; restarting the scenario, and then building either a Troop or Colony ship depending on the mission and flying it straight to that planet's location to claim victory within 10 minutes of play. <

317 Replies 88,805 Views

The tradeoff on a planet between research and production makes sense, because you can view the production slider as being an allocation of people, which are a limited resource. I can't agree, because the tradeoff is not 1:1. If my planet has 100 mp and only 10 tp, then why do I have to give up all 1

71 Replies 86,086 Views

When you disable Tech Trading, then please please please disable capturing techs by invasion, as well. Otherwise that will be completely overwhelming in such games.

84 Replies 99,057 Views

If my Social Production is 28 mp, and I build a Lab with cost 40 mp, the screen says it will take 1 turn, which is not true. On the next turn it still says 1 turn (but now it's true).

317 Replies 88,805 Views

P.S. I also strongly suggest that the spending slider should begin a new game, by default, at 100%. Everyone wants it at 100% at the beginning of the game. To put it lower is just confusing newbies.

130 Replies 140,237 Views

I strongly support post #16. It doesn't make sense that, in order to use a higher percentage of your labs, you have to use fewer of your factories, and vice versa. Especially, as someone said, if you have a lot more factories than labs, or vice versa. If you have 300 mp and 10 tp on a planet, why should you have to give up all 300 mp if you need to use the 10 tp? I also generally agree with Sirian's point that the predominant "best way to

130 Replies 140,237 Views