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Asmodean is offline Asmodean
King
Aarhus, Denmark
Aug 1999
time: 06:25
  Old Post 17-01-2003 02:29 Visit Asmodean's homepage!
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In the screenshots seen here at 'poly, duration of projects on the planets is in months. Does this mean that each turn = 1 month, or does this change throughout the game ?

Also: Is it possible to customize what kind of warnings/pop-ups you receive in the game - e.g. Planet X has finished construction of Project Y ? Or does Galciv not utilize pop-ups ?

Asmodean

Draginol is offline Draginol
"Galactic Civilizations II: Dread Lords" Project Lead

Dec 2002
time: 05:25
  Old Post 17-01-2003 06:19
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Yep. Each turn is a game month.

You can set which pop ups you get from the options menu.

Lemmy is offline Lemmy
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Dec 2000
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  Old Post 17-01-2003 14:33 Visit Lemmy's homepage!
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Are they simultaneous turns or sequantial?

If it is sequantial, and the AI decides on their moves while you are making yours, then how does it react to your moves?
Will a specific area be rethinked if the player moves a crucial ship?

Asmodean is offline Asmodean
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Aarhus, Denmark
Aug 1999
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  Old Post 17-01-2003 17:06 Visit Asmodean's homepage!
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From what I understand this new multithreading makes turns both simultaneous and sequential.

But of course Draginol can explain this far better than me

Asmodean

Draginol is offline Draginol
"Galactic Civilizations II: Dread Lords" Project Lead

Dec 2002
time: 05:25
  Old Post 17-01-2003 22:04
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What takes a lot of CPU time is calculating the general strategy:

- What things to build on the planets
- Where to send various ships
- Coordinating attacks
- Deciding who to help and why

If you're on a map with hundreds of sectors, these things can take several seconds.

The human player can't really alter this when he moves. You move a ship a few spaces over and it makes no difference because the AI ships target ships, not coordinates. The only thing that happens during your turn is some path finding.

Lemmy is offline Lemmy
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Dec 2000
time: 06:25
  Old Post 17-01-2003 22:22 Visit Lemmy's homepage!
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quote:
because the AI ships target ships, not coordinates.

off course! didn't think about that

but:
Suppose there are 2 enemy ships (from the AI point of view) and only 1 friendly. It's the enemies turn, and both ships haven't moved yet.
One enemy ship is very close to an undefended space station, and one ship is a bit further away, but the enemy ships are equally strong, and both could attack the space station in the same turn.
Now the friendly ship has to decide what to do, and decides to attack the ship closest to the space station.
But then the enemy moves that one ship away from the space station and out of the range of the friendly ship, and the 2nd ship attacks the space station, and does come into range of the friendly ship.
Woudln't this action cause the friendly ship to ignore the closer enemy ship which it could kill, and go after the farther enemy ship which it can't attack on the same turn?

Off course i don't know how the AI works, and how the game mechanics work exactly, so a situation like this may be very unlikely so that it won't even matter much.

Neuromancers is offline Neuromancers
Settler

Jan 2003
time: 05:25
  Old Post 28-01-2003 21:20
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Starbases can become very powerful and in the smaller games, they are generally the most powerful item in your armory. The only problem is that you can't move the starbases (unless you turn them into terror-stars later in the game).

I usually build a few starbases with lots of defense upgrades in what I think will become my enemies invasion routes. Then the AI will sometimes try to knock 'em out before they move on to my systems.

If I have researched repair techs, each starbase repairs itself and can therefore extend it's life. This can allow you to build up your fleet if you are caught with your pants down. It's expensive to maintain a huge fleet filled at any time with the latest ships so this can prevent a quick defeat.

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