Irishmafia2020

Irishmafia2020

Joined Member # 2560423
0 Posts 0 Replies 78 Reputation

I vote release early and give a good patch after Xmas! My attention span won't last through a post Christmas release with so many other great games coming on the market. I will come back to Gal Civ in about February. However having the DA expansion during the early winter months when I am saving up money to spend and travel during the holidays would be ideal, as I won't be splurging on untested games. Instead I will purchase something that I know will give me several months worth of entertai

15 Replies 19,072 Views

I just purchased this game and I have to say that it looks pretty good. I like the concept and they just released a patch that improved the game somewhat. I still tend to prefer the depth of GalCiv, because I am the kind of guy who likes manageing space colonies and building ships out of 6 or 7 hull designs. Nevertheless, while your ship designs in SotS are more limited both in both design and aesthetic value, what you can do with the ships is much more interesting. The RTS elements are imper

24 Replies 31,102 Views

In the options menu, you can choose to not have your starports automatically make ships. Hit escape, then look at the game menu (or maybe it is in the interface menu) and examine the little boxes. There is a box for having starports automatically make the last ship that is checked. Uncheck it and you now have manual control over what your starports make. This is useful if you'd rather be making money than ships - i.e. that production of ships has a cost associated with it. While your in the

5 Replies 4,542 Views

Oh yeah, and like dtrotzjr suggested above, you should try to get the survey tech as fast as possible, and then put a bunch of engines on a cargo hull with a survey module and hit auto-survey. 4 or 5 specialized survey ships unleashed like that early in the game will not only give you a lot of extra income over time, but will deny resources to competing civs while exploring the map.

20 Replies 12,395 Views

One thing to remember is that the economy in this game is related to your population, so while you have the initial starting capital, you should reduce your taxes to 5 or 10% so that your home planet and first few colonies can rapidly grow. There is a significant population growth bonus related to having 100% approval, and early in the game your low tax rate will only cost 30 BC or so, which you can easily afford for ten or fifteen turns. This means more people, and more poeple (or yor, drath

20 Replies 12,395 Views

That was honest! I thought I was reading another smug criticism of game development by a fan until I saw who authored the post. Now you have me looking forward to the next sequal AFTER DA, which hasn't even come out yet... you know, Whizbang 1 1/2? Good marketing, and good luck, I enjoy your game as it stands,and I look forward to whatever else you come up with!

21 Replies 29,764 Views

Has anyone noticed a dropoff in the value of anomolies? I used to count on the income from my survey ships to fuel my colonization, but now all they seem to find in 1.3 are bonuses (e.g. your population growth will be increased by 1%). I haven't found a single anomoly worth money in the 1.3 version, and I used to run across them about 1/3 of the time. Granted 2500 BC was a huge bonus when it was ten times my weekly income in the game, but it definitely funded my colonial consolidation leading

82 Replies 22,140 Views

I am indifferent to multi-player in an expansion, as, like many gamers, I have a family, 2 jobs, etc. The real attraction of a game like GC is the single player component wherin I can build an empire and execute my master plan late at night while everyone else is sleeping. I will purchase expansions though, simply for the single player content. One thing that concerns me about the serial number system is that I like to have multiple copies of a game downloaded onto my computer for mod purpose

31 Replies 23,645 Views

I decided To buy this game after reading several reviews that applauded both stardocks fanatical customer support and GC's brilliant AI. I see now that those factors are directly related, and this patch assures me tthat this title will remain on my hard drive for years rather than months - a feat rarely achieved only by a few great (rather than good) games. Thank you!

16 Replies 22,990 Views

If a planet has morale below 20% it will lose 10% of its population every turn. I discovered this when I raised taxes to 100% and discovered that my population a few turns later had been reduced to maybe 15% of its original level. This affected every planet, but I believe that the population bonuses (or reductions) are calculated locally. Watch out for those tax rates! Anyway you could apply this to any single planet by reducing morale buildings on that planet. Just an idea in case anyone s

22 Replies 14,581 Views

I use a cargo hull in the begining to build a scout that has only one hit point, but that can be crammed with engines, sensors, and life support. It is much faster and farther ranged than a scout using small or tiny hulls, and it doesn't have a maintainance cost associated with the design. This compares favorably with the default "scout" in the game, and the benifits are magnified as the game progresses and the engines and sensor packs become more powerful. Try having five warp engines on you

27 Replies 18,378 Views