Any chance of adding invert camera/mouse option, even as just an xml config file toggle?
xtombo
It actually is possible to go into negative value for durantium by building legions and this is a consequence of another bug/exploit.. If you train one legion and then click the 'Build' button you can queue up infinite amount of legions and the durantium goes into negative. It's like the build button doesn't check if you have enough of resource and just allows it to build. On the negative food thing I suppose you could exploit it aswell when you are sure you no longer need new
If player is going to hand over planets to AI then there needs to be a good incentive for doing so. I've not tried commonwealths myself yet. Is there a detailed list of what it does/gives you? Perhaps a commonwealth could generate ideology points or something. I am at this stage now in my game so will have to give it a go. But the game doesn't explain clearly the benefits of a commonwealth so I'm a bit reluctant to use it.
I can't see it on the screenshots. But I had lines near the top in the fog too when I started my game. I was playing on a huge map so don't think it's related to map size. Not a big deal, but yeah think it's the same issue.
[quote] Every time a resource of any kind is mined anywhere, a fraction of it is duplicated and sent to the market. [/quote]
Mega patch [e digicons]\o/[/e] - lol some gems in there :)
[quote who="Horemvore" reply="94" id="3708562"] Then you get Bread Basket (Food Bonus) worlds where there is no Arable Land whatsoever. [/quote] Yeah Bread Basket planet should be guaranteed to come with Arable land tiles imo.
What if cities "spawned" automatically as population maxes out. So they just automatically spawn on a free tile (if available) as the population grows and you can still choose to build and demolish cities if need be. It makes sense that the civ leader places production, research, farms, defences etc. on a planet. But maybe cities should be more organic so the planet pop itself builds them as needed. I think this would work well for AI, but still give full control to player. Then food
Maybe add a "special event" if an uncolonised planet is surrounded. "Two of your fleets have accidentally collided in orbit of planet_name" >:) Does AI target privateers at all? I have one hopping around destroying asteroids, shipyards and lone ships and the AI just seem to ignore it even though they have about 16 ships orbiting nearby planet.
I don't think I like the idea of a special food resource tile. It's not like you're digging food like ore out of one specific restricted location on a planet. The current system of building farms for food makes more sense and personally I don't really find it any more tedious than building factories for production.
Well after you colonise a planet you do have to give some thought to build order, positioning of buildings and allocation of citizens. So you do have to work at building up a good colony and empire. In general I agree with you about exploration and it maybe being a bit run-of-the-mill colonising a new planet but you have to be careful about overall pacing and not to get too bogged down in certain aspects and I think the pacing in Galciv is pretty good at the moment for a 4x. N
Yeah black looks better. Maybe some kind of subtle distant star effect on the black fow would look good. Having a clear contrasted view of unexplored fow is important though.
When you select your fleet it should have some kind of sensors report that lets you know if you have been spotted/detected by enemy sensors. Some text like "Fleet Detected by Enemy Sensors" shown near fleet details. Would give more confidence navigating undetected past enemy fleets and also that AI is not fov cheating.
Anyone got a screenshot of the new FOW? I'm still playing a game in 2.7 so don't want to try the beta.
Sometimes you might also capture an enemy colony and get their citizens and it might be a good idea to recall them for one of your bigger more specialised planets or into general gov. Promoting and retiring is probably something I would only do late game or if in need of a desperate boost.
Cool will check this out for my next game I start.
Sounds good, at the moment there seems to be no real need to invest any reaserch into growth.
Makes sense but the build time to place each garrison is some consequence even if you could return them to pool.
Cool will subscribe.
Anomolies end up a bit like mining resources. You set ship to auto survey and pretty much leave it to it as if it was a mining station. I'd like to see something done to make survey ships and anomoly discovery a bit more interesting. Maybe the odd dilema that could give a bonus or start a war. Or give survey ships some kind of diplomacy missions or influence affect. Not really sure what would be good but they are a bit boring and you would expect them to be more interesting.
Yeah not sure where the pilgrim influence goes, would be nice if this was made clearer.
So many choices and strategies with citizens. This is good, v.good. :) I normally try to specialise planets early but I find myself always having to make an interesting choice each time a citizen comes up which is great.
Yeah as mentioned you can do it already by setting the shipyard as it's own rally point. Handy feature, I did it in my last game. Sometimes you forget that you have ships finished building but still nice not to nagged when when building lots of quick-to-build ships.
Maybe combining culture and economic starbases but leave military and mining separate.
Many good points. I agree overall it's a great game but just needs some extra dev time and polish in a few areas. They should work on what they have and bring it up to gold standard.