Tooltips haven't been updated in forever. I love this game, and play it a lot. But the small bugs that never get fixed are annoying.
AdamMG
It used to be available on every planet (a la Aid Economy) but was changed for balance reasons, I forget which version. Now my economy ends up running away while my research lags. Oh well.
It can only be used on a planet with the Technological Capital built.
[quote who="Goldyy2" reply="7" id="3792326"] Hey guys. I'm new here… Is it interesting to play in future? [/quote] It is a very detailed and intricate game, and if you are into 4x space empire games, it is certainly worth it. I've put many, many hours into the game. Just know that there are some bugs, generally fairly small, which have never (and likely will never) be addressed. For the most part, they don't affect game play terribly, but can s
Lots of the tooltips are incorrect / haven't been updated since the very first rules, which have changed greatly over time. I'm pretty used to it by now, so no harm to me. However, I strongly second that bio cities should be destructible, even if only by synthetics.
I started with the first Windows GalCiv (2003) after realizing that MOO3 was a piece of garbage. I love the Drengin as enemies, but prefer a more peaceful/scientific playstyle for my own races. Generally I create my own, so don't really have a favorite "stock race" I'd say a large part of GalCiv's initial Windows market was due to the MOO3 disaster. I'm sure I'm not alone in being so disappointed, that this, the other (and vastly superior) space empire game releas
cool, will check out the mod. The anchor sound (and some of the planetary artifacts) are loud for me as well. The anchor is the worst.
I will agree with how epic and detailed the game is, and also with how many small bugs just got ignored (despite overwhelming feedback). Very good job, and also ... meh?
@Exenterator: I agree, since adjacencies are such a large part of planetary development, the adacency boni should be in the tool tips. Specifically when there are broken paths (going from the second tier of Culture Center to the third, gives a +17% bonus to planetary influence - 50% from 33% - but lowers the adancency from +5/influence to +1/influence, so is actually usually a worse building.
Lots to go through here, but as far as stored goods go, they are valid. You can get them on your own planets. Try running Aid Economy on a planet with more than 75 social for a few turns, and watch your Stored Goods rise.
[quote who="DivineWrath" reply="21" id="3789335"] Quoting AdamMG, reply 16 I do not have this experience. No matter what sort of carrier module I use, they become interceptors. And they are sometimes missiles, and sometimes lasers. Never mass drivers. I don't really understand how carriers work, though I
[quote who="DivineWrath" reply="15" id="3789253"] Quick summary: Don't use interceptor drones. They don't upgrade. Both assault fighters and guardian drone will upgrade as you gain tech. Interceptor drones use beam weapons. Assault fighters use missiles. Guardian drones use mass drivers. All 3 seem to have a different design philosophy (like the ratio between weapons and defense). [/quote] I do not have this experience. No matt
I do the same thing with pirate bases/waypoints. They are hidden outside of sensor range because all shipyards are hidden, which sort of makes sense to me. I agree that it is rather annoying for colony ships to keep a civ alive. When that is the case, I usually just trade that civ as much tech as it takes to buy the colony ship(s) (and the civ is gone). At this point in the game, I rarely need a colony ship, so it gets upgraded to constructor or architect
[quote who="skywalkerhogie" reply="4" id="3788972"] Disclaimer: Only with ALL of the DLC [/quote] Since I have ALL of the DLC, I cannot confirm nor deny this allegation.
In the planet screen, if you queue a city and then delete it from the queue while still in the planet screen, it still removes 4 food from the stockpile (for carbons - I assume the same for aquatics but will check - and for silicons not sure if it removes the Promethium but will check). Just found this today.
+500% is all that is possible with tech. To get the +900, you also need the Dimensional Observatory planetary improvement, which is unlocked by the Dimensional Fatigue tech (next to last on hypergate techs). This building is not available to Synthetic and Aquatic civs.
This is my go-to 4x game as well. I enjoy space-based more than planet-based, and this is the top of the line. I enjoyed GC2 as well, and GC3 is very different, and suffered from creative difference between versions. I look forward to a GC4, if it happens, and hope it is more focused.
Population is the largest contributor to Raw Production (which can also be increased by asteroid mining, and precursor planet boni). As above, Raw converts into Income, Research, Planetary and Ship Production. Economic starbases add a percent to Raw Production, as do some governmental technologies. I tend to prioritize population growth and pop caps in my research/planetary builds, as the faster Raw Production goes up, the faster everything else does. Bal
To chime in, I've had this occur before. Culture flipped a planet, and all ships at that planet left, but a different civ's freighter was stuck there and wouldn't let me in without destroying their ship (and declaring war) over several turns. It was fine with me, as I wanted to war that civ anyway, so I ended up destroying the freighter... but certainly a bug.
[quote who="admiralWillyWilber" reply="2" id="3785642"] There hasn't been race specific tech trees since crusade came out. That is now the base game. It is based if your personality. I would download Treberblue tech tree editor. [/quote] I believe he was asking about the Hyperspeed branch (which every civ has) .. while all civs have the same tree, based on their traits, some of the buildings allowed on the techs do change (e.g., Work Camps vs Space Elevators).
the 900% is available with a building (along with all 3 techs), and I believe that building is only available to carbon-based life (it is the tech right before the final speed boost which provides the building). I could be wrong, I haven't researched it much, but by memory, Aquatics, Silicates, and Synthetics do not have this building available in that tech. EDIT: I am wrong about Silicates, they do indeed have the building. the tech is D
if the planet is already sponsoring a shipyard, the "build shipyard" project goes away. That may be the issue.
For larger maps, leaders are the best. I tend to generalize planets. But yeah, smaller maps make for more specialized planets. I still almost never use the social citizen. I can wait for a planet to develop, or buy off their plots. Just my playstyle. When I do rarely play a synthetic, I'll use the social citizens for building pop, and later building up social backlog from strip mining. But other than synthetic, I find social ciz a waste.
I almost always start out with a couple Admins early on. Depending on the civ and map I'm playing, sometimes I get a LOT of admins (even with E. Pollen, they can get used up fast). Other than that, generally I place a couple of Scientists and/or Economists, a couple spies before I can train them, and then leaders. Though if I'm playing on a smaller map, I'll bypass leaders and go with more Scientists, Economists, and Engineers, as Leaders are better for lots of planets.
There was some old post, I'll link it if I have to tomorrow, wherein the trading bug with non-biological lifeforms was discussed, and said to be in the next update. Was this overlooked? I've turned tech trading off, and would like to turn it back on again.