tetleytea

tetleytea

Joined Member # 659431
11 Posts 736 Replies 24,936 Reputation

The problem with terraforming class 0 planets is, we sort of had that already in Galciv1. You'd enhance a class-14 planet, and after sinking a lot of money into it, you'd get a semi-useless planet still. I'd say just leave it to the random events to make them useful.

6 Replies 5,285 Views

I don't see what's the big deal with all that stuff being auto-queued when all you have to do is X them out of the queue. As for diverting social production to research, though, I'm already kind of exploiting "Focus research" now, by taking my uber-manufacturing planet and focusing on research. I can get more research out of it that way than if I just did 100% research spending. That's given me an early tech lead more than once.

115 Replies 60,282 Views

1) Fix the Social timetables. If you're producing X bc of social per turn, and you have Y bc invested in said improvement, and the improvement takes Z bc to produce, then tell us it takes ceiling((Z-Y)/X) turns to produce. Very easy. 2) Tell us how much bc each Social improvement costs, like you do with military. 3) Research Academies shouldn't cost a blasted friggin 200bc to upgrade from a Research Center, only t

894 Replies 381,035 Views

I disagree, I do NOT want to micromanage, and I don't want the AI to be able to micromanage either. It might be a win/win, because there's probably no way the developer wants to code that AI, either. I have a big issue with Civ4 because it's just so slooooow. You have to micromanage to play your best game. I don't want to play another 2 hours just to see if my strategy is going to work. In a turn-based game, if I can micromanage, I will. I

115 Replies 60,282 Views

This sounds more like a documentation problem than a bug. It may be that colonizing 50 colonies was strategically a bad idea. One of the reasons for the poor/inaccurate documentation, though, is the implementation itself keeps changing. Kinda hard to document something that's changing, because now you have to sync up the documentation AND the software. All-in-all, that's not the kind of problem I expect to see in a released product.

115 Replies 60,282 Views

I get all 3 of those problems all the freakin' time, and it ticks me off. I always adjust my research slider till I get "1 week to complete", and then I add 10% just to adjust to this stupid bug. And even then, sometimes next turn it'll be 99% researched (but no cigar). You NEED to be able to trust those timetables. Sometimes that tech being re

4 Replies 4,503 Views

Well if it's a design decision then doggone, I'm going to use it. It's time to roll out the small-hulled one-sensor POS ships, and upgrade them all to 250bc mega-laser hulks. It's not an exploit if it's not a bug. <img src="http://images.stardock.com/gc2/T_DL/s

18 Replies 23,127 Views

Rather than upgrade the extra colony ships, I find alternative uses for them. One thing they can do is ferry population around; particularly, to those newly-conquered planets that only have 100 million population. They also serve as a deterrent for enemy transports. If a colony ship is in orbit, that stops a transport just as much as a Defender.

182 Replies 759,388 Views

So I finished this scenario (and the next one). The hardest part of Apocalypse was shoring up my economy. I colonized the heck out of the galaxy, even grabbing those 4 planets right next to the Drengin & Yor and two planets north of the Drath/Korx. In the campaign I always take +50 Military so I can crank out those colony ships by hand at the beginning. Much much cheaper than purchasing them, but still, I was running -700bc every turn

7 Replies 8,557 Views

I've seen that bug too, but it's not the worst one: I had a combat bug where I was gaining movement after a combat! I had this pirate fleet running around killing everything in sight--by the time it was done, killing EVERYTHING in one turn, it had 65 movement! I reloaded.

23 Replies 15,495 Views

I'm not sure what upper right box you're talking about (I'm going to find out, though), but in my experience, I have mined yellow resources and gotten a morale boost the turn after. I think it gets lumped in with "civ-wide bonuses" in the approval tooltip. And I have found the effect noticeable when I have a couple yellows mined.

8 Replies 4,732 Views

It doesn't need a farm, because the PQ limits the pop growth anyway. I do a factory, a starport, and an ent. ctr.. That way it'll contribute research or constructors, depending on my needs. And, it contributes approval. They tend to have very high morale. They can also be troop farms--I feel much better loading troops from planets that have maxed out, anyway.

29 Replies 23,243 Views

The opening screen says if you wait too long, the DL will be unstoppable. Is that true? If you tread water and boom your economy, will bad things happen? Or do you pretty much need to rush them like the other 2 missions? thx!

7 Replies 8,557 Views

I don't think the fleet idea will work (they said the AI will target max weapons/min HP first), but the freighter-killers might, especially in the campaign. The only problem is, the weapons are bigger on cargo hulls. I usually just forget it and go with a small hull. Might as well at least stand up to other freighter-killers.

4 Replies 5,387 Views

I had my copy of Rise of Nations on my old computer for a couple years, then I upgraded computers. I had lost/thrown away my CD key since then. Microsoft was more than willing to replace my serial key for a "nominal fee" of $10. Jerks.

102 Replies 87,520 Views