Hi,
I used to play Galciv I a lot. Galciv II a bit less, and then finally quit playing soon after getting the Dark Avatar expansion. I felt that the expansions and updates were adding new features while leaving some very annoying little things untouched. Now after two years or so, I'm thinking of getting Dark Avatar, but I'd like to hear what the current situation is with a few features I disliked:
1) Combat System
Last that I checked, the combat system had three different types of weapons, which you upgraded with technology. There were also corresponding three different defenses. My problem was that it was pretty difficult to decide on how much to devote to attack/defense, should there be several smaller weapons or just the latest versions, or whether it's useful to have different types of weapons on a ship. The heart of the problem was that it was very difficult to tell the results of the modifications. Is an attack 5, defense 0 ship better against a certain ship than a different design? Is my defense 4/0/0 ship invulnerable against a 3/2/2 ship? I just don't know...
This also took the fun out of ship design, I found myself fondly remembering the old system where you had simply a few pre-designed ships. Or even better, the ship designing of MoO I where it was very clear how attack & defense worked, but there were still very interesting decisions to make: Fusion cannons for 3-6 damage, or neutron pellet guns for 2-5 and halve enemy shields.
2) Spying
Is it still possible to see the details of enemy colonies for free by keeping a spy in reserve? That really sucks the immersion right out of the game for me.
3) Unclear & unworking bonuses
There were tons of different bonuses in Galciv when I last played. That's nice. I just wish I knew what they did! Some bonuses didn't seem to appear on any popups or summaries, while others simply didn't seem to work as intended. Some provided half of their bonus for free, while others you had to pay for fully. I couldn't find this information on the UI and got frustrated. And the racial spying bonus... it just allowed you to spend more on spying instead of providing a better return on investment.
I remember being very excited when I settled a world and got a +50% ship bonus. I never noticed it do anything. I wonder if it was meant to boost attack, defense, hit points or military production...
Sensor & movement rate bonuses were listed with a percentage mark in the end. I ignored them for a long time until I realized that 1 +3% = 4 in Galciv math.
Social production used to go to waste, then after an update the excess went to military. If you had any production left, then you had to pay for the full amount. I feel that encourages micromanagement, so I didn't like it that much.
So how transparent are the workings of the bonus systems now?
And I quess that's it. I hope I don't give the impression that I'm just whining. I've bought all there is to buy of Galciv besides the Dark Avatar and I'm just wondering if I should be spending more or not. Honest answers to the above questions would be appreciated.
The wiki might help you be more comfortable designing ships-as well as discovering what bonuses actually exist where and what they do.
That loophole in spying is still in and to my knowledge there is no immediate intent to fix it, either.
Yes, sensors, logistics, and speed do not operate on a percentage basis, but an absolute. I can see how this might be confusing, but to be honest it's never been an issue for me. Technically miniaturization also operates on an absolute basis as well.
Social production, as you stated, no longer goes to waste if unused and is funneled to military (but if you are building a social project on that planet, this doesn't happen). It's not "excess" production transferred. While overflow military is paid for with no compensation or return on investment, I have to try to have a game and a setup where this is actually relevant, as I'm not producing ships on each planet each and every turn, but your mileage will obviously vary.
That isn't to say I wouldn't like to see it fixed, but I don't know how high of a priority it is for either the player base or the devs, really. The simplest solution would seem to be to have only the used military production be charged (for instance a 110 industry capacity world, for ease of example at 100% funding with no bonuses, producing a 100BC ship, would only utilize 100 industry and therefore cause the player to pay 100BC as opposed to 110BC for that planet for that turn). This would seem to work even when the overflow is on the 2nd, 3rd, 4th, etc turn of a ship build as well.
Interestingly, overflow social is charged as well (building a 50BC improvement at 18 industry a turn will cost you a total of 54BC), but people tend to not complain about it so much. Perhaps because rush buying an improvement over an existing one takes into account not the improvement cost, but how much production was actually spent on it, but maybe for other reasons as well.
Social, military, and research bonuses all give half of their bonus for free. I'm not aware of any other bonuses that you would have to pay for.
Many people have complained about the racial spying ability, but it hasn't been touched, either.
As far as bonuses go, it is important to remember that your civ-wide morale bonus deteriorates as a function of your population on a per-planet basis, and planetary approval is then further modified by tax rate, which, while non-linear, is a set amount not modified by your population, nor anything else.
If memory serves, a starship bonus gives ships built on that planet more hp. If you never built a ship there, or only built a couple, you probably never would have noticed it-particularly if they were tiny or cargo hulls.
Thank you Sole Soul, that was very informative.
I took a look at the wiki and it did provide a lot of the information I've been interested in. Even though I will live in hope for more in-game information and explanations, I think I can live with this. I also believe your statement that losing the excess production is not as big a deal as I imagined.
I suppose if I deliberately avoid using my spies to peak on enemy colonies, I could live with that feature as well. Maybe a rule of "if you click it, you place it" is in order.
All in all, things aren't looking too bad at all... next time I'm playing, it's probably going to be Dark Avatar. And the new features of 2.0 look promising also. Huzzah for Stardock
It's always heartening to see a 'lapsed' GalCiv player come back into the fold. Sole Sole has given some good advice, per usual, but let me expand a bit.
1) The combat system is *basically* the same, in that there is still the 3 offense/defensive types, but there have been changes. As of DA, each weapon on a ship now fires individually, rather than all at once. As of TA, you have the option to let the game design your ships for you (and it does a pretty good job) until you are comfortable designing your own.
2)Yes. The espionage system has been reworked, and you can now use your spies to attack an enemy. If you place a spy on an enemy improvement, it will disable it. This can be a very powerful skill to a player who knows how to fully utilize it.
3) In TA, these things are made much more clear. The descriptions are better, and there are more, and better popups. Things still aren't perfect; you will have to have to learn what +10 to something actually means, but remember, you have the ultimate resource- the members of these forums. Just ask and you'll have your answer.
You say you have all of the series except DA. Does that mean that you already own TA? If so, then IMO that is the version to play. With it's improved graphics and effects, better efficiency at using computer resourses, improved AI, unique tech trees- the list goes on, it is the most highly polished of the three. It is also the version that is getting all of the meaningful improvements/updates.
Good luck to you, and if you have any questions, don't hesitate to ask.
he means that if you got 0 spy level on an AI (very low I think it is named)
if you double click his planets, you're unable to see the detailled screen (until you are at least "high" in espionnage vs that particular race)
BUT if you have a spy in reserve, then you can basically use the "spy" button on this particular planet and see all improvements that the AI has made ...
and ... that's still true as of today (not including v2 beta since I didn't try it out) unfortunately
Starship bonus applies to attack value, not hp. So a starship bonus of 50% can be a very big deal. I'll try to build all my military ships on a good bonus planet if possible; if production isn't great I'll just build empty hulls if I need them in a hurry and upgrade them when they're done, the bonus will still apply. If the bonus planet is in the middle of nowhere I'll build ships with nothing but engines to get them to the front line in a hurry and then upgrade them to combat versions when they arrive.
I'll have to try out that automatic designing, then make changes as I see fit.
That one's a typo, I got confused by the acronyms. I have DA and I've been thinking of upgrading to TA.
Thanks for the advice, looks like I definitely want to play the TA when I next boot up the galaxy.
I just tested this-not that I don't trust you, but you didn't mention if you had tested it or were simply remembering it from previous games-and you are in fact correct, so thank you for pointing out my mistake.
As far as military or military rating/ranking goes, it's definitely a good idea to do it that way, but it will drag down your military score somewhat due to not having the ships around for as long (for instance, building up 50 ships on one planet versus building up 50 ships total on 10 planets simultaneously). A stronger military is always a good thing, and a stronger military ranking/rating helps keep the AI off your back. (Mumblefratz has also shown that military rating depreciates with the number of ships you have, so having more attack in less ships is also beneficial for that.) Additionally, if you're already in a war, then building up on multiple planets gets said ships to the war faster, as regardless of your production or income, each planet can produce a maximum of one ship per turn.
Obviously ideally you'd get a number of planets with a starship bonus, but that isn't always the case.
So it's a good strategy for playing and winning the game, so long as you don't find yourself suddenly in a losing position in a war, but it's not so great for score. Upsides and downsides.
Well, I've never cared about score in a strategy game, just having fun. Last game in a gigantic galaxy I had 3 starship bonus planets, 2 with around 25% and one around 50%. I had a low military rating but my few ships could wipe out anything they encountered, especially as the many battles per ship got their experience and hp up to insane levels . . . but the low rating got me a few Rangers as well, which made the game almost too easy. Then the Dread Lords showed up right in the middle of a war zone and I conquered them the next turn and got an advanced weapons tech
The game has gotten better from whence you stopped. However, in a lot of ways it is still lacking.
There are still major balancing problems, the AI still is bad at planetary management, the AI still can't design good ships, and the AI still doesn't defend or attack worth a dam. (Why do people say the AI is good at all?, Well because with enough bonuses, and if you don't know what you're doing, the AI will overwhelm you) And I'm talking DL, DA and TOA.
All said, I still can look past these issues and still say it's a good game. (just crank it up another level once it gets easy)
I may be wrong but I think the only problem(with planetary management) is the "All X strategies" which it seems the AI cannot use (or doesn't know, same result)and that gives the player a huge advantage.
But there's other problems like it seems that the AI doesn't use DA espionage system except for nullifying your own spies.
Oh, wow.
If I may ask, what difficulty are you playing? I even have them drop them on me on Tough, although they don't tend to do this unless they perceive me to be a threat.
Um, no nothing that complicated. Lets see : (these go for basically all the versions)
1) Building 2 and 3 moral buildings for no good reason. (no farm)
2) Building power plants 1st and then building only 1-2 factories or none at all.
3) Building research labs without really focusing the planet on research (same as 2)
4) Not re-ordering the build queue. This one is HUGE. The AI wastes enormous time on building terraforming techs rather than building on the tiles it already has. Along with this, trying to build something like an Industrial center from scratch. Quick buying is a must in such situations.
5) Building a starport 1st. Ug what's the point of a starport if you've got so little production?
6) Forgetting to use tiles... Gee I wasted 50 turns terraforming, but now I can't decide to build anything...
7) Farms. Not so much in TA, but in DL and DA the AI was terrible at over doing farms.
The reality is the AI needs huge bonuses to overcome the above. Simply piling bonuses onto the AI doesn't really work though. The game becomes more of a chore when you know you're playing uphill.
. I would strongly suggest that you learn the optimal way to design your own ships, as this is one of the core stregnths in the game.
8) Not overbuilding queued improvements. (Abuseable by giving them a planet with a full queue, and have them spend their money building it up.)
9) Not overbuilding structures with different types of structures. (Apparently fixed for TA, but still somewhat there. Read: Thalan pink blob of doom.)
Regarding the ship designing, is it possible to modify an existing design? I mean going to the design screen with the components of a selected design there. That's how I used to do it in MoO all the time: After I get a new weapons tech, I'd go change the weapons of an existing design while leaving the rest as it is, and see how large the increase in damage is. Same with miniaturization, you could just check how many more components you can now fit. Any way of doing that?
And how can I see the modules of an existing design anyway? When I got computer generated transport ships, I couldn't see how many troops they can carry before I built one. Same with colony ships. It got somewhat confusing as I remembered there used to be 500 colonists per a normal colony ship. Doesn't appear to be the case anymore, though. Any way of seeing these things beforehand?
If you open a design, everything will be there. If you open a template, however, all components will be cleared, but there's a checkbox in the options screen to stop that. Either way you can do it easily.
Somewhere on the interface I'm sure it says what the troop/colonist capacity of a selected ship is. Probably in the "intelligence report" screen, but I think it's on the main screen, too. Unfortunately I can't check at the moment.
Of course you can modify an existing design. Just open it in the shipyard, and go to work.If you open a design, everything will be there. If you open a template, however, all components will be cleared, but there's a checkbox in the options screen to stop that. Either way you can do it easily.Somewhere on the interface I'm sure it says what the troop/colonist capacity of a selected ship is. Probably in the "intelligence report" screen, but I think it's on the main screen, too. Unfortunately I can't check at the moment.
Found the intelligence report, thanks.
But I still don't know how to open a ship in the shipyard. I just loaded a game and tried. There were buttons labeled "new", "focus", "upgrade", "obsolete" and "delete". None of them opens up a selected ship in the editor. Double-clicking the ships doesn't help either. I also tried selecting a ship on the galaxy map, double-clicking, etc. but to no avail.
The designs were my own, not templates or cores.
I'll see if that checkbox in the options screen helps. So far this has been incredibly difficult, considering what a basic functionality we're talking about...
Okay, finally got it. The checkbox in the options needed to be off even for your own designs.
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