BIF

BIF

Joined Member # 3309448
1 Posts 11 Replies 4,809 Reputation

CivIV was great for its time, and I especially liked the colonization game. But it used square tiles. When the world went to hexes, there was no going back. It was like turning a bicycle into an airplane. A bicycle will never really change, but now that we've flown, neither will a bicycle ever be the same again, and will never be quite as good as it was in it's heyday. I never even THINK of playing a square tile game again. Not even a little bit! <

125 Replies 733,751 Views

I'm still bored with "Space Monsters" and I still wish I could control their frequency in game setup. As currently coded, they (and everything about them) is a colossal waste of game time, like picking up every teeny tiny banana or health trinket in other games. Eventually, they spawn so much and cause so much trouble that I am forced to field a battle detail to go take care of the problem. But winning against them is akin to eating rice cakes. Flavorless and

8 Replies 35,029 Views

I've never been clear about the proper placement of these. Should they have a planet in their range? If so, are they more effective around my planets, or around opponents' planets? Are they effective if a Starbase (mine or opponent) is in range? Are they more effective if somebody's trade route goes through one? I'm just trying to figure out how to use these or if they're even worthwhile. It seems almost that military starbases are not effective unl

5 Replies 28,387 Views

[quote who="Frogboy" reply="74" id="3685530"] Step #1: Increase our budget by 8X to be in line with a typical Civ game. Step #2: ??? Step #3: Profit [e digicons];)[/e] There is so much ahead for GalCiv III and since the Civ IV and Civ V teams now work with Stardock (Mohawk Games = Civ IV leads, Oxide Games = Civ V leads) we have been able to compare notes. BTW, GalCiv III's original designer was Jon Shafer (Civilization V). Yo

125 Replies 733,751 Views

[quote who="tetleytea" reply="65" id="3685469"] So, to convince you on the ideology point: Benevolent can rock in a Tiny galaxy. Free colonies? That and Brindle are a big deal when you've only got 3 colonizable planets. On anything large, though, not so much. You get a few free administration, but 51 planets instead of 50 is not a big deal. Certainly not enough to spend an empire-wide ideology over. Besides, you can hire colony ships as mercenar

125 Replies 733,751 Views

More ideas are a good thing, but we should be careful not to take it personally when others disagree with us. It was not meant to be personal; just that the arguments given did not sway me. Don't just tell me I'm wrong, because that'll never advance the conversation. And best of all, I can promise that if you convince me that your argument has merit, you will have no stronger ally, no more vocal champion. But to get that, you have to actually change my mind by convinci

125 Replies 733,751 Views

Hahah, you can't fool me. You just wanted to use the "S" word. [e digicons]}:)[/e] But the opportunity for hilarity would be prime. Here are some lame attempts: "Merde IX is pure pue." - Gershon Dubois, Age 61 "Perhaps Jenna Casey should come down for a visit and get a whiff how bad this stench is. Hovno III may look good on paper, but when you're living on a giant orbiting ball of caca, there's never enough paper. O

8 Replies 35,029 Views

[quote who="GrimmAG" reply="3" id="3685278"] I like the idea, but honestly it sounds awfully difficult to code in. It would require a completely new AI to manage the market, add and remove resources, determine "short sell" prices, manage embargo lists, etc. This is not at all trivial. Still, I really like the idea. [/quote]I was being facetious about short-selling. I'd just be happy to see some sort of real bazaar. With the Star Wars Cantina.

9 Replies 19,777 Views

[quote who="GrimmAG" reply="3" id="3685279"] They are a means to force a military action, even from a civilization isolated and/or safe with other major races, whom does not have a standing army.[/quote]I'm playing such a game right now, and they STILL haven't forced a "military action." You see, my civ has been hitting the books and all of my ships are far, far faster than any Monsters. I can outrun them quite easily, but only on "manual". I basically get penalized for

8 Replies 35,029 Views

[quote who="Gauntlet03" reply="1" id="3685275"] Personally I think your logic is flawed on cities.[/quote]No it's not. Your points are quite reasonable, and I wouldn't expect that it would scale on a 1:1 ratio (population:production). But I think it should scale better than it currently does. [quote]People do not = production in a society of that level of technology, cognitive and manual automation make the "human" individual a non-worker. Sure, you still may want/nee

17 Replies 80,036 Views

I find myself using farms and colonial hospitals less and less, because I'm not sure they work. And cities, I'm really confused. Assuming that everybody is educated, well fed, entertained, and happy, it should follow that a denser population should be able to get more done than a less dense population. It seems that Cities, while they scale the population of a colony, don't equally scale the amount of WORK that gets done. Has anybody else noticed

17 Replies 80,036 Views

I kind of like this idea! Add to it galaxy events that could factor in, raising or lowering prices for any particular resource or any overall class of resources, and you have a whole 'nother level of possible strategies. Question, will I be able to sell short to try to make some cash in a market downturn? Of course, that would come with the risk that I could LOSE my shorts if the market were to make a sudden upturn, eek! But I love it. [e digicons]:erk:[/e] &

9 Replies 19,777 Views

The only late-game grind I feel is when two or three major factions surrender to me in a short period of time, and then I have to spend an hour for each one, absorbing it into my civilization sending ships into orbits, visiting each planet to review and set production, destroy 13 farms because only one is needed, etc.

125 Replies 733,751 Views

Uhhh, no they don't exist. That I know of or that you know of. Which means that they should be somehow CONNECTED to the game or they shouldn't be there. Just like pirates seem unconnected. I can't talk to them, I can't negotiate with them, I can't make money with them (or off them), I can't join forces with them, and I can't eat them. So why have them? That goes for both pirates and Monsters, but at least I can shut off pirates. Your ideas would be

8 Replies 35,029 Views

[quote who="admiralWillyWilber" reply="47" id="3685214"] Heres an idea I came up with for Galactic civilizations 3. This would require a certain number of arbitrary turns to call it the end game. At a certain number number of turns the game would basically get a reset. Gc referendums, galactic events, and anomolies. would get a reset on different events. Extreme planets would get different colonization events. Even the third end of the tech tree would get new tech branches. With totally

125 Replies 733,751 Views