The UI style thing is a feature based on your alignment. The rest are mostly accurate. ;)
OneInTen
There is a nugget of a good suggestion in this thread though - that there should be a local high score board included, seperate from the metaverse. Additionally, the metaverse submit option should automatically not be available if any mods are installed (I know it wont stop people who want to cheat, but the idea is to stop accidental submissions by people who make an honest mistake).
I've seen the I-League in games on the easiest difficulty, so that has nothing to do with difficulty. What's the point of beefing up the AI by going up difficulty levels if you've got a boost over it so it will never consider you beatable and hence not use those tricks on you anyway? :) If you really want a PQ boost, it's probably trivial to make a mod that gives you it. Then you can play with it turned on and be happy. If you dont know how to make a mod and cant figure it out,
Well my goal is to as mcuh as possible never have to be at war, so creating an arms race isn't in the best interests of my play style. I'm not really concerned with playing optimally, just playing the way I enjoy. If you don't want war, you're better off having the AIs have weak military. :)
If the change makes the game too hard for you, why not just turn the difficulty back down?
On the other hand, that constructor is a one time investment, while you'll have to continuously build ships and sell them to the AI to make money that way. Additionally, selling a ship the the AI gives the AI a ship, while trading only gives them cash, which is less dangerous. Simiarly with trading tech - you're giving them something they can easily use against you (especially if it's military tech or can be used to get military tech). I think the optimal strategy is p
How is it cheating if it treats the human player differently than the AI players in diplomacy? You also have the right to treat each race differently in trading. Or are you saying if I don't trade a tech to everyone I'm cheating too? ;)
Whatever the game gives me. Sheesh, get a life people.
Leave them as they are, improve the interface (via allowing increased automation) to reduce the micromanagement required to build them, and improve the AI to use them more effectively if it's deficient in that area. Lets face it ... if you can't build starbases, there's nothing to do in the late game. Except go to war. And I'd prefer if there were multiple choices other than just war. ;)
The tachs in GalCiv in the most part actually have comprehensible names. And at least in GalCiv the terrain isn't that ugly red colour everywhere. ;)
geoelectric: Some studies have shown that code review is, $ for $, the MOST effective way to fix bugs. :)
The other strange side affect is that you can submit a game that you won and have your score go down, just because you played on a smaller galaxy or easier difficulty than you have been.
Even if the AI treats other AI's different to the human in trading it's still "playing by the same rules". There's no rule in the game that says you have to trade equally with all the other civs, why should the AI be bound by it?
The Braveheart soundtrack sounds surprisingly fitting. I also am quite fond of playing African music, such as Ladysmith Black Mombazo.
I'd suggest rally points and starbase governors to manage build queues would be a better solution. :)
According to http://www.m-w.com/ (Merriam-Webster), boni is not a word. Bonuses brings up the entry for bonus. The same applies to virii/viruses. http://dictionary.com/ gives the same results, but it uses the same backend I believe. I'm more inclined to believe an online source that people can verify the results from than your hearsay that it's the other way in a print version.
Well I think you should update the gameplay examples to show you using all the AI exploits you know and winning the game comfortably. ;) The way you make it sound there, it's like "The AI I designed is so brilliant even I can't beat it", where as the impression I'm getting from the forums is that this isn't really an accurate portrayal. ;)
Popup Target: That's why I said the game needs to be changed to make it such that you'd never be in the situation where there's nothing worth building because the maintenance costs would outweight the benefits.
The problem is if you don't build every social project, you end up having heaps of planets building nothing, which is a massive waste of your resources. I feel better about building something marginally useful than having it all go to waste.
Gah, boni is nearly a grating as people who call multiple computer viruses virii, or multiple machines boxen instead of boxes. :sniff!:
Yes they stack, but they're added together, not multiplied, so if you have 4 +100% bonus starbases, it's +400%, not +1600%. At least that's how I understand it to work. PS: There's no such word as boni, it's bonuses.
I think the solution is to add more stuff to the game such that it's simply not desirable to ever not be building something, and impossible with any reasonable research strategy to have ever run out of things to build. ;)
This was on the most advanced form of government. I've not yet really noticed a whole lot of difference morale wise past the second one.
I think the simplest solution to the build queue empty problem is to add more stuff to the game such that you'd never WANT your build queue to be empty, and will also never run out of stuff to build. :)
Maybe during playtesting they found that 10% is the "sweet spot" in terms of cost/benefit, and so made it cost more for game balance reasons?