Yes I did notice the 'gap' and presumed exactly as you have described... shortest route to the destination and all that. Thanks.
damoose
So if you cannot produce more that one per turn there's no benefit to over supplying resources. Makes sense, I'll need to be more cognizant of the supply chain and logistics to balance the micro and macro management aspects. Maybe there's a 'rule of thumb' in there some place. Thanks.
No not trolling, just have not been in a GalCiv forum for about 7 or 8 years. And saw some familiar names and layout. Struck me as very familiar and at the same time different, cognitive dissonance if you will. 1) No... It was a mystery. I presume range is calculated from build star base of record and that fleets use the least value for range because that would explain the fluctuating limits. Got it. 3) Ah of course no ships and no soldiers... As for the res
Given that the smallest unit of time in game is a single turn, can a single shipyard produce a ship in anything less than a turn? Is is possible to parallel build ships, given sufficient resources (sponsors) so that multiple ships per turn are completed? Yes I realize there is a distance penalty, so it may not be practicle, but still... In addition can is there an upper limit of sponsors for a given yard at which point adding more does not increase the production capacity of t
Played my first game. Small map, randomly generated, 3 races. Couple of things came up: 1) What is with that flight limit line (dashed white line) for the war ships? Or maybe it was just my war ships because you know the [whispers...] monkey thing. Engine tech limit or something? I get that I think, but aside from the edges of the map where there be monsters I should be able to drift lost is space for eternity or at least til the end of the game if I so choose. Might take a wh