Numio

Numio

Joined Member # 2401549
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Yes it does. Actually has anyone noticed that if you use an attack like mass drivers which destroys improvmenets and reduces planet quality but your attack is repelled, nothing happens to the planet. The penalties only apply if you actually take the planet when you attack. So it seems to be possible to use mass drivers to thin out a defence force and then follow up with a second traditional attack and take the planet undamaged. Is this working as intended?

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I gave up quite a while ago trying to work out what each different percentage meant, just that a high percentage is good. In some ways its intuitive; a factory increases production, a resarch lab research and it stops thinking too hard about exactly what each building does. But I am disappointed that I can have an profit of 2000BC a week (thanks to an economic upturn event) and still not be ALLOWED to make everything run at full efficiency. Maybe if the sliders were split

16 Replies 29,872 Views

Ok I think I get what you're saying. The 100% on the Industrial Capacity slider just means that if I were to put one of the distribution sliders to 100% it woluld work at full capacity and its impossible regardless of how much surplus I'm making to get my industry running at full potential. It seems a bit silly that even if you've got tons of spare income rolling in you can't divert it to your factories or research centres. Cheers for your help

16 Replies 29,872 Views

I've been having some problems getting my head around how the Econmic sliders for spending and production and I was wondering if anyone could shed any light on it. The way I see it is that I build buildings like a factory which, when given enough money, create manufacturing points. So if the spending for my industrical capacity is at 100% then all my buildings are fully funded and operating at maximum efficiency. If that's the case then what use are the spending distri

16 Replies 29,872 Views

I agree, months make a lot more sense. You could argue that each turn should even be longer, perhaps even something like 3 months. Then building a galactic empire which might have taken you 10 years in weekly turns would take you 130 years which sounds much more sensible. Technologies would take a year or so to research, the invasion of an entire planet would take 3 months instead of a week ect... Though this would probably be much harder to change... Oh well...

81 Replies 37,589 Views

Hi, I'm thinking about getting GalCiv II but I'm seeing reports of lots of bugs/problems being talked about on this forum. I'm just wondering what the main bugs or problems seem to be, how common are they and do they ruin the game? Does the new patch fix these issues? Cheers

0 Replies 3,255 Views