Librarian

Librarian

Joined Member # 643230
0 Posts 0 Replies 24 Reputation

I am not a terrain fan - Games like Conquest: Frontier Wars and others were great games with wormholes as choke points and did not need the pseudo-terrain of gasses that sped you up and slowed you down. There are two parts to the early game, the colonization and the survey goodies. How about if there was more interrelationship between the two, since they both end at around the same time. For example, some survey items would either boost your existing colonies 2PQ or reduce the

49 Replies 875 Views

Since the wizards are all gathered here and Ray opened the door, what would you tweak to create a level above Maso, assuming the AI as as good as Maso and the only difference is bonuses? Cap each bonus (diplo, production, etc) at 100%? 150%? Once two civs have a tech, everyone else gets it automatically (except for the human) or some other method of killing tech trading?

130 Replies 2,001 Views

Would people feel the current scoring of Maso was fair if all AIs in Maso games got a +50 diplo bonus (this in turn should thwart the tech trading frenzy)? How about if the +60% diplo pick was removed? The +60% diplo pick seems essential to beating Maso, right? In a broader sense, is there any set of AI benefits that would make skeptics agree that Maso is hard enough to make the current scoring fair (assuming tthe AI's use of starbases is improved)? If so, does it follow that

130 Replies 2,001 Views

Wait! Let's get back to the "problem". Chess has an overarching rating system, Tournaments broken into certain rating groups + open (you could have those who have played 0-10 games, 11-25 games, etc) + open. I remember different rating systems, but cannot remember what the issue was. Or a rating with "flights" as in bridge, based on highest or average metaverse score. After you get enough points, you move up a group. In bridge, it is a matter of sheer accumulation, rather t

130 Replies 2,001 Views

Having been away from GalCiv for a while and just now coming back, I have just one wish (aside from 40 hours in a day), the ability to make legislative proposals. Of course, I also wish espionage stole more techs with really high espionage expenditures, but I said "one wish" What is your one wish?

50 Replies 951 Views

I think the number of downloads of the free expansion pack should tell Brad & Co. what they need to know. If under 5000 people download the expansion, do you think more would pay for the "for pay" one? At the same time, the release of the free pack is a one shot opportunity. Before letting people download the free expansion, how about letting them join (or not join) a mailing list that will let them know when the for pay expansion is ready. If you get 10,000 signups, you migh

105 Replies 5,050 Views

Brad, I don't know the economics or the ability to project final sales from pre-release orders, but have you considered throwing up a few screenshots of the for-pay expansion, letting people preorder it? So long as there is a large caveat that if there are not enough preorders, there will not be an expansion, it will actually encourage preorders/direct payments to you. If no credit cards are charged until it ships/Stardocks, is there a loser in this approach? Given the mature age of G

105 Replies 5,050 Views

Q: I cannot find the beta of the expansion pack when I go to Stardock Central. A: You must have a drengin.net subscription, not just have purchased GalCiv itself. If you have a drengin.net subscription, make sure you have "show pre-release versions" checked under the View menu in Stardock Central.

9 Replies 618 Views

Can you steal techs if you have a high enough espionage rating? It appears that minors can steal tech using espionage, but majors cannot . . . yet (Expansion pack?). Continued spending on espionage gives you up-to-date stats on your enemies (and friends) and info on what tech they are researching.

9 Replies 618 Views

This is one of the most frequently asked questions, so you are not alone. Let's convert this thread to constructive suggestions. The skull should disappear when: A. The sector turns blue (your influence in that sector is paramount). B. 5 (or 10) years have passed C. The planet is not in danger of flipping (calculated by some black box computation) Second question: When the skull is erased, do you get that second chance back? In other words, can the s

21 Replies 688 Views

A few questions are starting to repeat with increasing regularity. If you see a question recurring, could you post to this thread with the question and the answer? The goal is not a strategy guide, but a simple condensation of non-obvious GalCiv knowledge For example: Q: When I set my social project to "Nothing" what happens to the money being spent on social on that planet? A: Right now that money disappears (not spent on other planets or military/research on that p

9 Replies 618 Views

Consider turning off cultural victory at the start. If you want to be certain you will win and want to achieve a tech victory, you will need to gain planets to secure your spot in the galaxy without overwhelming the other majors culturally (cultural flipping with culture victory turned off results in a military victory). Achieve dominance (60-70% of total PQ15+ planets) and disband all starbases that are not on resources. Or start a game with the rule that you cannot build cultural en

4 Replies 170 Views

Frogboy at some point mentioned that in beta tests, requests for features controlled by options/toggles were generally hardcore features that were less likely to be of interest to the majority of players. As I interpreted the comment, requests for variables controlled by toggle/sliders were often left out due to limited funds/time because they only appealed to a small part of the audience.

19 Replies 392 Views

If this is an issue, how about adding an "AutoMove Now" button between the "Find" and the "Turn" buttons That way some people could AutoMove, then do Find and others could do Find, then AutoMove - either order, then give more commands before deciding to end the turn with the "Turn" button. [Message Edited]

14 Replies 371 Views

Slight modification to #64, we would have to use the date of colonization of the last system with a PQ15+ planet, not the date of the colonization of the last PQ15+ planet, because the rush is for systems, not necessarily planets in systems you already control.

86 Replies 1,612 Views

How do you value rare large vs. abundant medium? By removing "tiny abundant" vs. "small rare", I thought the total PQ15+ approach would help (completely ignoring the scattered vs. clustered issue). With larger rare, range matters more, but it also can take longer to contact other races. If we want to account for size a different way, how about starting the "month clock" the month the last PQ 15+ is colonized and ignoring the size of the universe or the rare vs. abundant? Another alte

86 Replies 1,612 Views

Simpler is better. Two fixed numbers and a fudge factor: 1) # of PQ15+ at start 2) # of months until the first of 75% of total galactic pop or victory or loss 3) difficulty (If cakewalk = 1, and tough is 10, should maso be 20, 40 or 100) - total fudge Formula: 2/1*3 I don't have the data to know if this would work, but it strikes me as capturing the relevant pieces.

86 Replies 1,612 Views