AdamMG

AdamMG

Joined Member # 6817027
20 Posts 588 Replies 684 Reputation

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.

6 Replies 18,446 Views

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.

6 Replies 18,446 Views

[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

12 Replies 100,500 Views

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

12 Replies 100,500 Views

@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.

13 Replies 48,956 Views

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.

31 Replies 139,032 Views

[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

31 Replies 139,032 Views

[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

31 Replies 139,032 Views

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

31 Replies 139,032 Views

[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.

9 Replies 89,484 Views

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.

31 Replies 139,032 Views

+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.

3 Replies 24,744 Views

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.

9 Replies 89,484 Views

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

2 Replies 20,836 Views

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.

5 Replies 8,005 Views

[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).

4 Replies 23,995 Views

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

4 Replies 23,995 Views

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.

7 Replies 95,358 Views

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.

7 Replies 95,358 Views

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.

1 Replies 13,886 Views