Thecw

Thecw

Joined Member # 4823684
80 Posts 451 Replies 1,324 Reputation

eviator, My pleasure. [quote who="eviator" reply="4" id="3496424"] With the TechPoints knowledge I knocked it down to turn 275. By turn 205 I had all the research I needed, I was essentially just waiting for all my improvements on Earth to upgrade (70 upgrades, 1 per turn). This with 8 planets, none above class 12 (to start), and no particularly good event, planet, or tile bonuses. With some micromanagement of research and smarter initial placement of some of my starting

11 Replies 117,803 Views

This describes roughly my order of research: [quote who="Gilmoy" reply="3" id="3496413"] Plan ahead for the subset (sub-forest?) of 22 AoE techs you want to end up with. Choose them to give you coverage where you want it, for the type of game you want to play. They should probably include some food, manuf/research, ship, and wealth/approval techs, and then your choice of weapons, diplomacy, trade, or influence. Make sure that your sub-forest of techs reaches the

11 Replies 117,803 Views

First of all: in that game i was rather lucky, i found 3 excellent planets and the Drengin were not really nearby. With excellent i mean not just large, but that the tiles are clustered - which gives nice adjacency bonuses. In my current game - in which i have acquired only 1 excellent planet and the Drengin are near - i go a lot slower. Because the Drengin are nearby i have to build anti-invasion vessels (think scout without life support) to protect my planets. They do not cost much to build

11 Replies 117,803 Views

I find it not tedious at all. I have 4 transporters doing the migration thing. Compare this to the 60 battle ships - most of which are simply stationed on planets to prevent invasion. Another 20 fleets each made up out of 1 overlord and 1 transporter are en route to conquer a planet. Then there are 4 fleets made up of 5 Overlords each doing the actual fighting - if you can call it that at all. Most of my time i spend on moving damaged battleships out of the attacking fleets se

14 Replies 19,069 Views

At the moment the population base growth is a fixed 0.1 per turn. This means independent of the current population size or availability of food surplus the population will grow by 0.1 (plus any augmentation by growth modifiers). You can accelerate your growth by building certain buildings (hospital, etc) and/or researching growth modifying techs. But major growth can be achieved by producing "Birthing Subsidies" on strong production planets. For argument's sake i will igno

14 Replies 19,069 Views

[quote who="Lucky Jack" reply="16" id="3493282"] So you are also saying that if you sell me a warship I can't reverse engineer it to get the techs used to build that ship. [/quote] Correct [quote who="Lucky Jack" reply="16" id="3493282"] Which is probably why they made it a toggled option in the first place. [/quote] In GalCiv2 it was up to the player whether to allow brokering or not; so i hope this will be the same in GalCiv3. I person

19 Replies 33,879 Views

[quote who="Lucky Jack" reply="14" id="3493274"] What you are saying is that if I didn't research "automobiles" or some component there of, I could not sell the car I bought from a ne w car dealer (a trade of money for the car) to someone else. [/quote] I am not saying that at all. What i am saying is "if you didn't research 'automobiles' then under tech trading you can not sell the tech 'automobiles' to someone else". If you trade money f

19 Replies 33,879 Views

[quote who="Larsenex" reply="12" id="3493270"] Ok that is much more clear. Again in the example. If the Drengin have Planetary Invasion (Age of War) and they are the ones who got it and did not trade for it, they could give it to me, even if I was in a lower Age or not near it in unlocks... [/quote] Since they researched it themselves it does not matter whether tech trading or tech brokering is active. So you can get it from them.

19 Replies 33,879 Views

[quote who="Larsenex" reply="9" id="3493265"] It still does not make any sense. For tech trading you are saying you have to have 'already' researched it in order to trade it, however that makes the actual trade (impossible) since the party who wants it cannot get it if they did not research it. [/quote] The party who wants it can get it from you, as long that you have researched it. If you got it through trade yourself, then yo

19 Replies 33,879 Views

[quote who="Lucky Jack" reply="8" id="3493264"] Also, it is hard to see where trade would require you to be an original owner of a tech (such as having researched a tech). As long as you possessed the knowledge, regardless of , why couldn't you trade it? [/quote] It just a game mechanic to control how technology spreads. No Tech Trading: 0-order spread of technology. You want a tech, research it yourself. Tech Trading: 1-order spread of technology. You wa

19 Replies 33,879 Views

There is no contradiction. [quote who="Lucky Jack" reply="5" id="3493257"] Is it just me, or am I seeing a contradiction in definitions? Perhaps Gilmoy has it the only way it could be. T: "I'll trade you 'Beam Weapons" for 'Missiles.'" A: "Since you have not researched 'Missiles' we can not trade them to you. You will have to get a broker." [/quote] Tech trading: T:

19 Replies 33,879 Views

When you are forced to select the last remaining ideology in the benevolence tree upon clicking the "unlock" button, either: 1) the game simply hangs or 2) the windows "Program not responding" dialog pops up or 3) you crash to the desktop. No crash (dump) files were generated. I was working both the benevolence and the neutral tree. Ticket already send in.

1 Replies 2,816 Views

When you select a ship and you move the mouse, the target hex is colored light blue irrespective of the number of moves the ship can move. I would like to propose that the highlight of the targeted hex might give a visual cue of the number of turns it would take to reach said target. For example: If the distance is less or equal to the number of moves the ship has left for this turn, color the highlight green. If the ship can reach given target location before the end of the

5 Replies 2,750 Views

I am thinking more along the lines of a scroll bar to the right of the component bar and/or automatic scroll on parts selection, but a button to expand the area should work too. It might even be better, since it gives the player a better overview of all the parts. The scrolling with the mouse wheel suffers from the same problem as the mouse wheel has in all the list: responsiveness. But SD is aware off that, so a fix may be coming (soon pretty please).

6 Replies 6,681 Views

The problem (indicated) is that components on the (invisible) second row are placed behind the menu bar, and are therefor not visible. The two little yellow lines - which are pointed out by the arrows - are actually part of the top of the selection box. To resolve this there should be a way to scroll through the components.

6 Replies 6,681 Views

You softy, the only poetry suitable for this purpose is poetry written by Paula Nancy Millstone Jennings of Sussex.

6 Replies 10,065 Views

At this moment when you change the production wheel there is no direct way to see how the allocated research points result in research completion turns. The research percentage and actual numbers of research points generated is being shown. To see whether there is an actual change in the number of research to complete turns, you have to close the govern economy tab and open the technology window. PS: After you close the Govern window the "research turn remaining" tool

2 Replies 1,837 Views

When designing a ship with many components: the component bar wraps around and places a nearly invisible second line of components. First picture: The design. Note the marked area: you can barely see the selection box around the active component. The active component is completely invisible. Second picture: The marked ar

6 Replies 6,681 Views

Your math is off. You assume that the bonus is a compound bonus. In reality it is a flat bonus against the base capacity. Your medium ship has a base capacity of 75. Lets assume you research a 20% capacity increase: Compound: 75 * (1.2) = 90 Flat: 75 * (1 + 0.2) = 75 * 1.2 = 90 No difference here. Then you research a second 20% capacity increase: Compound: 75 * 1.2 * 1.2 = 108 Flat: 75 * (1 + 0.2

2 Replies 4,845 Views