[quote who="Triple_Crown" reply="46" id="3685208"] Youre quite right, BIF, I admit. Its just that I wanted emphasis on that 4X stuff, not opinions which game is the best. If you read my initial post, you will see that ALL of it is about 4X and just a few lines - why civ is better in 4X aspects than GalCiv. But thats it - the thread is about 4X, mainly ignored aspect by the readers. While I completely agree with you that BOTH games can learn from each other, you could admi
BIF
[quote who="Triple_Crown" reply="42" id="3684308"] Thanks for the thoughts, guys! But it wouldnt hurt at all if you sticked more to the initial thoughts. The purpose of this thread is not to judge which game is the best, but what GalCiv could learn from Civ. If somebody spoke about 4X, which X he likes best and why, it would be terrific! [/quote] I'm sorry but your initial post (and even the subject line) came right out and judged Civ as the better game, and
Space Monsters. Come on, there's no such thing. I don't understand their function in the game. They're uninteresting to me and they interfere with game play. I am forced to devote a significant portion of my econmomy toward destroying them. And I really get nothing in return. I see them as gameplay and workflow clutter and I would like to just disable them. I'd even install a mod that would let me disable them, they are THAT boring to me.
[quote who="tetleytea" reply="12" id="3683794"] If I was playing MP I would be totally using this feature. [/quote] How do you truly know that your ships, though invisible to you, aren't really fully visible to your opponents? If so, then they're not visible to you as their commander charged with their safety, but all the while they're presenting a fat and juicy target to your enemies' navies. Hear those booms? Those are my missiles and mass-drivers hitting
I'm happy to acknowledge that you are describing another factor in the creation of a Great Citizen: Self Drive. That's very good, but all you provided was a few specially-chosen examples of only one way of thinking. You may have rushed to a conclusion here. You see, Self Drive by its lonesome neither detracts from nor makes useless the factors I brought up, which have to do with the developmental environment for a person growing up. I acknowledge your t
[quote who="erischild" reply="8" id="3683844"]If they wanted handicapping in swimming, they would be much more likely to use calibrated ankle weights or something. A similar system has worked for handicapping horse racing and seems to be easily understood. Your example is a very poor argument for your point.[/quote]Wait, what? "They would be much more likely to use ankle weights?" Who is "they" and where did you get this crazy notion? Well, I'm sorry I brought
Haha, "handicapping" always confuses me in bowling and golf. I get it in the context of a computer game, however. Hmm, if they had handicapping in swimming, they would let the slow swimmers go first, then make the fast swimmers catch them. Or else they would wait until everybody touched the wall at the end and then either subtract seconds from the slow swimmers' times or add seconds to the fast swimmers' times. And that would be the death knell of competitive
[quote who="leiavoia" reply="1" id="3683786"] Have you ever played in a galaxy with little or no antimatter? [/quote] I am right now. I've found 5 antimatter in my huge galaxy thus far, and I've seen about a 1/4 of it. Resource shortages can and do certainly modify one's play style.
[quote who="maddybadger" reply="5" id="3676126"] "Brakepads onna Capital Ship" sounds like a good name for a Galciv comic strip [/quote]...or maybe a good name for a racehorse or a punk band.
[quote who="GrimmAG" reply="13" id="3682417"] Every empire, regardless of size, gets one FREE citizen every 10 turns. That is without any effort on the player part. As mentioned above, several times, any empire may create citizens, at a cost. That cost is (generally) social manufacturing. By doing so, you can have more than 1 citizen every 10 turns. Assume that the citizen creation project is your beloved STEM, and boom, you are back in the game.<b
I am playing as the Terran Resistance this time around, and my ships often disappear when they enter a tile that is occupied by asteroids or rally points. The game doesn't lose track of them, but that's not good enough. I can't even see my ships as I scroll around the map, which puts me at a disadvantage in the game.
[quote who="erischild" reply="2" id="3681957"] Audio files for Diplomacy are iffy. Voice over talent is not cheap. When you come back a year later with a new Diplomacy mechanic, you have to find the original voice actors for each of your stock races. Civ 5 ran into that with its full screen leaders. You have to figure out what a Drengin accent sounds like to a bunch of games that have their preconceptions, and repeat that impossibility for each faction. As p
[quote who="leiavoia" reply="51" id="3681377"] Synthetic food : If robots capture a planet with cities or food production buildings, the global food resource counter can be non-zero. Cities should not continue to consume food and farms should not produce any. [/quote]Uhhh, wait a minute. I suppose I never thought to ask this question: Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangemen
Population Growth should indeed be a factor. This can be used to factor the number of school-aged of the population. Sure, for some people the learning never stops, and there's always the great story of the 95 year old great grandmother who just finished her doctorate in anthropology or microneural surgery, but that's rare enough that it wouldn't need to be represented in this game. Think about this for a moment: If I am driving a very entrepreneuria
I do watch a lot of battles because that's when I can see how my fleet stacks up; for example, is the opposing fleet hitting me early with a lot of long range weapons with me not responding until midrange or close quarters? Or is my fleet basically going quiet as we get into bad breath distances? Sure, if I managed my research efforts and built my fleets correctly, I'll be shooting at all ranges. But sometimes seeing is believing. I'm already autosaving every 2 tur
[quote who="ZubaZ" reply="5" id="3682329"] Upload to a image sharing site and post the link in that control [/quote] Yeah, I really don't want to do that because it requires that I administer yet another thing in my already busy life.
I should say that subscriptions have a way of adding up. And really, you can even think of that morning stop at Starbucks for that $6.95 latte as a subscription, because it rolls into everything else you are paying for. $7.00 * 5 days per week = $35 per week. $35 per week * 46 weeks (a rough average of the number of weeks a full-time employee goes to work) is more than $1,600 per year. Roll that latte in with the cable, internet, phone, smartphone, Netflix, Off
[quote who="adamb1011" reply="47" id="3681782"] Interesting article. Why don't you try offering a subscription model for a game? Ie pay an initial cost ($40), then subscribe $5/mon in exchange for regular new development and polishing etc. That way you can scale up or down team size based on game popularity. For example if galciv has 20000 paying subscribers, at $5 per month, then you would have maybe 50k per month to spend on salaries to build galciv. This co
Has anybody else experienced this issue?
I'm finding more invisible starbases now. I have rebooted since my last post and they still have the invisibility cloak on. I really think it's a bug. How can I post my pics here?
Yep, I haven't yet killed a researcher to finish a project, but I probably should have done it at least 3 or 4 times in my current game.
That's right. But big countries don't HAVE to be doing badly, and small countries don't necessarily have an advantage. I think factors much bigger would be the quality of the educational systems, government type, level of bureaucracy/corruption, and level of personal freedom of the citizenry. In GC3, many of these things can be tracked and measured, such as form of government, size, frequency, and quality of research, industry, and financial systems, maybe at different rat
[quote who="Franco fx" reply="11" id="3681634"]LOL, I obviously had my head up my ass on this one. The homeworld Capital is just a designation and does not involve a building at all, so anyway you look at it I was having a senior moment. [e digicons]:)[/e] [/quote]No problem; we weren't really clear and we should have been. [quote who="erischild" reply="8" id="3681584"]Just double checked. Capital is the place. Capitol is the building at the place. I
No it wouldn't! Every Civ in the game would enjoy the same scaling factor based on their own statistics. And of course, I'm not advocating something so artificial and fake as a straight up population scaling factor. In another thread, I proposed that the scaling be a combination of factors. Here are some possibilities. Population of each colony Number of colonies Civilization Traits Number and strength of research facili