Chris McMahon

Chris McMahon

Joined Last seen Member # 659781
6 Posts 8 Replies 610 Reputation

[quote who="nicknamealreadyinuse" reply="48" id="3554081"] A tidbit dropped by Paul in a dev stream a while back: The Request Constructor button will first look for idle constructors (ones with no set destination) and use those. So it is possible to build up a stockpile of your type of constructors at a rally point, for instance, then these will automatically be used when you Request them. [/quote] Does anyone know how this works, specifically? Would it pick a fre

52 Replies 209,226 Views

[quote who="Waervyn" reply="44" id="3553886"] Did you know you can click on the starbase and 'request constructors'? [/quote] [quote who="Magnumaniac" reply="45" id="3553970"] As far as I can tell, that only works with the stock pre-designed constructors [/quote] That might explain why that feature never worked for me. I NEVER use the prebuilt ship designs. I ALWAYS obsolete them immediately and build my own much better versions. I kept getting an e

52 Replies 209,226 Views

[quote who="Bamdorf" reply="10" id="3547592"] Let me try to boil this down. I want a huge empire with tons of stuff to manage, but ... I don't want to manage it. Somehow I want it to manage itself. [/quote] Here's the problem . Those two constructors in the centre of the screen (2). Where do I send them? Well I want to upgrade my mining stations. But which of the 30+ mining stations on screen have been upgraded

52 Replies 209,226 Views

[quote who="econundrum1" reply="1" id="3547505"] This is GalCiv we expect a lot of micromanagement when playing really large empires on big maps, don't we? I remember on larger maps GalCiv2 always became very micro-intensive late game on bigger maps and that was a much smaller game.[/quote] I think splitting starports off from planet queues has added to the micromanagement. Now, instead of managing 100 planets, we manage 100 planets and 80 starports and 50 mining bases and 10

52 Replies 209,226 Views

The order events happen every turn seems illogical to me. Currently I believe every turn this happens (roughly): - Start of turn - Prompted to assign shipyards work orders - Player moves any ships with unassigned movement orders - Assign new research if empty research queue - Player moves any ships with unassigned movement orders (again - sometimes) - Assign any colony building if empty build queue - Player moves any sh

2 Replies 2,801 Views

Does everyone else go for a quick military victory, ending the game before any empire gets >50 colonies? I ask because I've been trying to play an economy/influence game and on larger maps it just turns into micromanagement hell. I've got 117 colonies, 106 ships, 305 starbases and a couple of hundred unread notifications. I'm popular enough that the other empires don't attack me, and I don't go looking for a fight. I'm in hour 26(!) of my game, Turn

52 Replies 209,226 Views

[quote who="tony_2011" reply="1" id="3544903"] I Was thinking the same thing, but I wonder if it would be better to make it a little less clear how long something takes to research after all when you are going to research something you don't necessarily know how long it will take to figure it out [/quote] Distant Worlds has something similar where a tech might take 10 months to research but 3 months in you might get a message that says you've had a set back and had t

5 Replies 4,459 Views

[quote who="mortili" reply="2" id="3544866"] pretty easy to reach a point where you can build 1 building+ 1 ship per planet per turn and research 1 tech per turn [/quote] Yep I get there pretty early in my games. I always research production boosting and planet improvements first. If the AI was more aggressive, I'd need to slow down and grab weapons, but I find a few influence techs and 1 embassy on every planet means everyone loves me. I'm at turn 200 and haven'

19 Replies 38,446 Views

[quote who="androshalforc" reply="1" id="3544858"] Actually its not wasted there is production overflow but there is a limit of 1 per turn [/quote] But it is wasted because the next turn I have another 2000 points of production to send to the shipyard. So now it's 3800 points of "saved" production (2000+1800) but I can still only build a single 200 point ship. So am I to change the production to something else on the planet while this excess prod

19 Replies 38,446 Views

In the Technology screen can we please have the number of research points required for a tech as well as the turn time? EG: United Planets Lobbyist (4000pts) 1 turn At the moment I have to go to the Govern screen, set my generated research to ~100 points, then to back to the Technology screen to see the turn estimate (it this case - 40). Then go back to the Govern screen and re-adjust the production spending to give me

5 Replies 4,459 Views

Why are planets / shipyards / research projects limited to producing one thing per turn? Eg: - A shipyard has production capacity of say 2,000 but I can only build a single 200 point ship per turn - that's 90% inefficient. Why can't I put 10x ships in the que have have all 10 pop out next turn? - My empire can generate 10,000 research points per turn. But it takes me 10x turns to research 10x low level techs (eg Defense systems ~800 points). Wh

19 Replies 38,446 Views

I'm playing a custom race with poor repair rate and dense ships. I thought that the extra space the dense ships attribute gives would even out the poor repair rate attribute. That is, avoid damage with extra defence modules so I don't need to repair after battle. Turns out that's a horrible idea. My armed survey ship (16,0,0 attack, 6-6-6 defence, 189 hp) only just survived taking out a pirate base (3,3,3 attack, 3,3,3 defence) with a single hit point left. So then

29 Replies 14,709 Views