Enlightened, but I still disagree. If it weren't successfully implemented, I probably wouldn't be here. Anecdotal, yes. But fact.
BIF
Thank you all for sharing this information.
That's all fine and dandy, but I need strategy help with the game as it currently runs.
Hahah, you can't fool me. You just wanted to use the "S" word. [e digicons]}:)[/e] But the opportunity for hilarity would be prime. Here are some lame attempts: "Merde IX is pure pue." - Gershon Dubois, Age 61 "Perhaps Jenna Casey should come down for a visit and get a whiff how bad this stench is. Hovno III may look good on paper, but when you're living on a giant orbiting ball of caca, there's never enough paper. O
[quote who="GrimmAG" reply="3" id="3685278"] I like the idea, but honestly it sounds awfully difficult to code in. It would require a completely new AI to manage the market, add and remove resources, determine "short sell" prices, manage embargo lists, etc. This is not at all trivial. Still, I really like the idea. [/quote]I was being facetious about short-selling. I'd just be happy to see some sort of real bazaar. With the Star Wars Cantina.
[quote who="GrimmAG" reply="3" id="3685279"] They are a means to force a military action, even from a civilization isolated and/or safe with other major races, whom does not have a standing army.[/quote]I'm playing such a game right now, and they STILL haven't forced a "military action." You see, my civ has been hitting the books and all of my ships are far, far faster than any Monsters. I can outrun them quite easily, but only on "manual". I basically get penalized for
[quote who="Gauntlet03" reply="1" id="3685275"] Personally I think your logic is flawed on cities.[/quote]No it's not. Your points are quite reasonable, and I wouldn't expect that it would scale on a 1:1 ratio (population:production). But I think it should scale better than it currently does. [quote]People do not = production in a society of that level of technology, cognitive and manual automation make the "human" individual a non-worker. Sure, you still may want/nee
I find myself using farms and colonial hospitals less and less, because I'm not sure they work. And cities, I'm really confused. Assuming that everybody is educated, well fed, entertained, and happy, it should follow that a denser population should be able to get more done than a less dense population. It seems that Cities, while they scale the population of a colony, don't equally scale the amount of WORK that gets done. Has anybody else noticed
I kind of like this idea! Add to it galaxy events that could factor in, raising or lowering prices for any particular resource or any overall class of resources, and you have a whole 'nother level of possible strategies. Question, will I be able to sell short to try to make some cash in a market downturn? Of course, that would come with the risk that I could LOSE my shorts if the market were to make a sudden upturn, eek! But I love it. [e digicons]:erk:[/e] &
The only late-game grind I feel is when two or three major factions surrender to me in a short period of time, and then I have to spend an hour for each one, absorbing it into my civilization sending ships into orbits, visiting each planet to review and set production, destroy 13 farms because only one is needed, etc.
Uhhh, no they don't exist. That I know of or that you know of. Which means that they should be somehow CONNECTED to the game or they shouldn't be there. Just like pirates seem unconnected. I can't talk to them, I can't negotiate with them, I can't make money with them (or off them), I can't join forces with them, and I can't eat them. So why have them? That goes for both pirates and Monsters, but at least I can shut off pirates. Your ideas would be
[quote who="admiralWillyWilber" reply="47" id="3685214"] Heres an idea I came up with for Galactic civilizations 3. This would require a certain number of arbitrary turns to call it the end game. At a certain number number of turns the game would basically get a reset. Gc referendums, galactic events, and anomolies. would get a reset on different events. Extreme planets would get different colonization events. Even the third end of the tech tree would get new tech branches. With totally
[quote who="Triple_Crown" reply="46" id="3685208"] Youre quite right, BIF, I admit. Its just that I wanted emphasis on that 4X stuff, not opinions which game is the best. If you read my initial post, you will see that ALL of it is about 4X and just a few lines - why civ is better in 4X aspects than GalCiv. But thats it - the thread is about 4X, mainly ignored aspect by the readers. While I completely agree with you that BOTH games can learn from each other, you could admi
[quote who="Triple_Crown" reply="42" id="3684308"] Thanks for the thoughts, guys! But it wouldnt hurt at all if you sticked more to the initial thoughts. The purpose of this thread is not to judge which game is the best, but what GalCiv could learn from Civ. If somebody spoke about 4X, which X he likes best and why, it would be terrific! [/quote] I'm sorry but your initial post (and even the subject line) came right out and judged Civ as the better game, and
Space Monsters. Come on, there's no such thing. I don't understand their function in the game. They're uninteresting to me and they interfere with game play. I am forced to devote a significant portion of my econmomy toward destroying them. And I really get nothing in return. I see them as gameplay and workflow clutter and I would like to just disable them. I'd even install a mod that would let me disable them, they are THAT boring to me.
[quote who="tetleytea" reply="12" id="3683794"] If I was playing MP I would be totally using this feature. [/quote] How do you truly know that your ships, though invisible to you, aren't really fully visible to your opponents? If so, then they're not visible to you as their commander charged with their safety, but all the while they're presenting a fat and juicy target to your enemies' navies. Hear those booms? Those are my missiles and mass-drivers hitting
I'm happy to acknowledge that you are describing another factor in the creation of a Great Citizen: Self Drive. That's very good, but all you provided was a few specially-chosen examples of only one way of thinking. You may have rushed to a conclusion here. You see, Self Drive by its lonesome neither detracts from nor makes useless the factors I brought up, which have to do with the developmental environment for a person growing up. I acknowledge your t
[quote who="erischild" reply="8" id="3683844"]If they wanted handicapping in swimming, they would be much more likely to use calibrated ankle weights or something. A similar system has worked for handicapping horse racing and seems to be easily understood. Your example is a very poor argument for your point.[/quote]Wait, what? "They would be much more likely to use ankle weights?" Who is "they" and where did you get this crazy notion? Well, I'm sorry I brought
Haha, "handicapping" always confuses me in bowling and golf. I get it in the context of a computer game, however. Hmm, if they had handicapping in swimming, they would let the slow swimmers go first, then make the fast swimmers catch them. Or else they would wait until everybody touched the wall at the end and then either subtract seconds from the slow swimmers' times or add seconds to the fast swimmers' times. And that would be the death knell of competitive
[quote who="leiavoia" reply="1" id="3683786"] Have you ever played in a galaxy with little or no antimatter? [/quote] I am right now. I've found 5 antimatter in my huge galaxy thus far, and I've seen about a 1/4 of it. Resource shortages can and do certainly modify one's play style.
[quote who="maddybadger" reply="5" id="3676126"] "Brakepads onna Capital Ship" sounds like a good name for a Galciv comic strip [/quote]...or maybe a good name for a racehorse or a punk band.
[quote who="GrimmAG" reply="13" id="3682417"] Every empire, regardless of size, gets one FREE citizen every 10 turns. That is without any effort on the player part. As mentioned above, several times, any empire may create citizens, at a cost. That cost is (generally) social manufacturing. By doing so, you can have more than 1 citizen every 10 turns. Assume that the citizen creation project is your beloved STEM, and boom, you are back in the game.<b
I am playing as the Terran Resistance this time around, and my ships often disappear when they enter a tile that is occupied by asteroids or rally points. The game doesn't lose track of them, but that's not good enough. I can't even see my ships as I scroll around the map, which puts me at a disadvantage in the game.
[quote who="erischild" reply="2" id="3681957"] Audio files for Diplomacy are iffy. Voice over talent is not cheap. When you come back a year later with a new Diplomacy mechanic, you have to find the original voice actors for each of your stock races. Civ 5 ran into that with its full screen leaders. You have to figure out what a Drengin accent sounds like to a bunch of games that have their preconceptions, and repeat that impossibility for each faction. As p
[quote who="leiavoia" reply="51" id="3681377"] Synthetic food : If robots capture a planet with cities or food production buildings, the global food resource counter can be non-zero. Cities should not continue to consume food and farms should not produce any. [/quote]Uhhh, wait a minute. I suppose I never thought to ask this question: Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangemen