Reloading the game would give the player and AIs a free movement turn. In which the production / research will not be advanced. This happens almost everytime and easily recreatable. How to recreate it : Save a game with one of the planets having active production queues, record the weeks left for the current production. Reload a game and make a turn. Verify all available ships are given a new turn's movement points, and the production progress
eVxx
Thanks for the info! I re-read the manual and visited the #Galciv channel after seeing your comments. Good thing I have the saved games - time to start a second round of colony rush!
Hi everyone, I noticed something from my current GalCivII game that AIs are very agressive on taking ANY available planets - even those with PQ being 6 or 7. If I remember correctly from the first game, PQ 10 or below are poor choices for hosting colonies. In that sense, why would the AIs do that (especially those planets are in my territory, so my empire was divided in half because of that). Should I go ahead and colo
I have Space Empire IV. It is a game with MASSIVE potentials waiting to be unlocked. However, it is also a very bareboned game designed by a small studio. Most of its graphics are simple jpg files in the graphic folders. The sounds are unimpressive at all. However, it is a deep game that requires LOTS of micromanagement. The A.I. is nice but doesn't have the personality of a more "polished" game, such as GalCiv. In terms of space warfare, it can go alot deeper than most other game
I find a good economy really helps. With +50% economy (Resources + Party Perk), the 40% you spend in research might equal three times of the other empire's 60% or more. If an empire with normal economy, they can only spend so much, even if they crank the research option to be 90% of their spending. ~SDC~
I have been giving weak empires / minors state of the art warships by the dozens. That really seemed to help those empires in their own defense and would not damage my relationship with any majors. Sometimes I give everyone free ships when two empires are at war. It was like pouring gas to the fire! LOL ~SDC~
Excal requires one of the last tier techology, I believe it comes off Omnipotent, the 3rd series of Omni tech. It is very late in the game, where the technological victory is only two researches away.
Populist Party with Morale and Growth bonus. +speed +planet quality (no more points... those are expensive traits) ~SDC~
I've double checked the patch message. Aside from the logistic update there is no mention on the incompatibility with previously saved games. Can anyone confirm its compatibility with the other 1.20xx save games? Thank you.
I have a question regarding Gas Giants. According to some information I've read on the web, which means it can be vary in credibility, that the Gas Giants are made of gas only, and for thousands of miles upon entering their atmosphere, there is no solid "bottom" for a space craft to reach. Instead when being too far into the planet, the gas pressure becomes so huge that it repells the spacecraft and would hold it in mid air. Is that true? Are there no materials in solid form except d
We were just talking about this bug in the chat channel: my capital world and the nearby system have autopilot destination markers on them one after another several turns ago. All my starbases were not autopiloting (one of the possible cause), while all my ships have been manually checked, then after disbanding the trade routes from those planets, the autopilot markers finally went away. Are there any ways to fix this bug without killing the trade route? ~SDC~
"It's been around for quite a while, actually. Is the offending mini-freighter bright pink?" The mini-freighter belonged to the minor empire Carnivod, and it was attacked by either the Drens or the Arans (both of them attacking the minor at the time). ~SDC~
Thanks for all the advice! On two games I managed to crank out 5 constructors along with my colony ship rush, but due to the logistic I had to make them camp the nearby resources for several years. Then the galactic war broke out and every AI was fighting one war or another. Using Exar's tactic, I grabbed almost all of them amid heated AI battles. :) ~SDC~
I would like to know where to find the Starbase maintenance cost. Are better upgraded ones cost more to maintain as well? ~SDC~
The two starbase bug is still there. On a normal difficulty game the Torians built two bases around a single economy resource. A new CTD bug involves "on screen" destruction of mini-freighters. I am not completely sure what triggers the faulty mini-freighter, but once the freighter becomes bugged, clicking on it will freeze the game, or when an enemy attacks that freighter, the game crashes. A new bug in the foreign policy section: when speaking to a major race and click on t
"If i have a fleet in orbit of an enemy planet, why cant i blow stuff on the planet up (i.e. plantery defense systems)?" That is true, orbital bombardment has to be one of the highlights of space invasion. Reach for the Stars has it that as soon as the planetary defense are eliminated, the invasion fleet can then orbital bombard the colony just for the sake of doing it. The severity of the bombardment would be determined on how many ships are equipped with bombardment missiles (and wh
Reach for the Stars is one of the less successful 4X game released two years ago. It has a very linear research tree that focus on planet improvement and ship / ship systems only. There is no non-military victory conditions. There are four types of buildings on 5 tiers to be researched and built on each planet: population, research, production, and infantry trainning, so there are not much options to go for while building colonial improvements. Focus of the game is to get as much production
Acks... the plan only worked on delaying the pesky Yors from capturing all of them. I end up couldn't support all the little ships while in the tech / building crunching mode. By the time I could extend my range, my colony ship was bumping head with theirs. There is a compelely empty sector between my frontier planets and that cluster so I had to get the range extending technology first. ~SDC~
My empire is expanding quickly, however there is a series of uncolonized class 18 planets just far out of my colony ships' reach. I am trying to device a plot to lay claim to them before the AIs do - Homesteading like the early American settlers. It involves 8 recon ships sent from the home sectors and the new colonies. They will converge on the unclaimed world and form a blockade around all of its possible incoming vectors. Since enemy ships cannot stack with my own, they will be forbidden
Hi everyone. First I would like to thank many of your helpful posts on the opening moves, how trade works and the advanced culture influence tactics. They helped me lots on my first game. However my play style is particularly weak on the claiming of galactic resources. For three games in a row, AIs not only had their own sectors' resources claimed by Starbases by the time my own constructors are rolling out of assembly, some of them even snuck into my own Sol sector and claimed half