The somewhat coherent ideas and ravings of your typical insane idiot.
As above
Published on December 6, 2005 By Rev Zim In Galactic Civilizations II
All right, I haven't posted here at all. Just got the beta a couple days ago.

Aside from some (most likely known) problems about crashing, I'll add in a few of the bugs I've found.

As a note to the developers, I've been playing with a custom race. Portrait is from the insect race (can't remember name), and all bonuses were hand-picked by me. Ships had the draconian style with custom colors. Galaxy was largest, stars, planets, habitable planets were all abundant (as were resources and anomolies), stars set in clusters. Played with three other races (Humans, Altarians, and... the race with the yellow border), on lowest setting possible.

Using that, the advisor from GNN on the quarterly reports called me "Human" when my name was definetly not "Human" for the race (changed it to "Mantid").

Some of the save files seem to get corrupted after a certain number of turns/size of file. When trying to load these save files, game instantly crashed. Not a major crash, just onto the desktop. I also had the same game (when idle for 2 1/2 hours) lock up the entire computer, forcing me to hard-restart it. Unsure what I did wrong.

Unsure if anyone else has complained about this(seeing as how my friend that also has the beta has stated how buggy the game is currently, and I've noticed that, as well) that when you terraform a planet, nothing major happens. The number does NOT go up on the planet, I've gotten 0 extra tiles (unless they were already red), and it takes WAY too long to research. Least amount of time I've had it take is 400 turns. And that's with a high bonus to research, with me having 8 planets, a population of over 600 billion, my economy in the green, and every planet having two research centers.

On another note with the terraforming, if you change a planet's atmospheric and surface conditions, it's supposed to make it more habitable, correct? Well, then, why is it that my home planet can never become more than a 10? It seems a little... well, buggy. I say "Oooh, there's an 18!" and suddenly, that 18 is four times as nice as my little 10. That four sitting there? Always a four, never any better.

As far as the researching of terraforming goes, how about breaking it up into smaller (albeit still lengthy) chunks, so that the first gives you basic terraforming, the second regular, and so on. Eventually, you'll be able to turn that 4 into a 12, making it profitable. I honestly think that, what with terraforming now taking forever to research, it shouldn't be so "useless".

Another note. When playing on the easiest setting, the computers are, well.. laughable. Not that they shouldn't be. It's just that they go into "spurts." They'll expand from one planet to another in, oh... every 300 turns or so. Not that I'm complaining. My major nag with the computer players is when trading research. They'll have something super easy (Missile Defense Theory) that I'd like to trade for, while researching something more advanced (say, Federation). So, I try to trade them... they won't accept terraforming, or ALL of my techs. Yet, the race loves me and gives me money every one in a while (I was an economic superhouse, with a rating over over 350 in economy and research). Every quarterly report states that my race is 65% of the population and doing 100% of the research. All I want from them is a measily 4-month tech, giving them a 400 month tech, and they don't like it! As a matter of fact, the screen even states that I'm sooo skilled in diplomocy, and they think I'm a god, that I should be able to extort them for whatever I want.

Ok, that should keep everyone here reeling for a few hours (while I work!) so I'll leave it at that.

Comments
on Dec 06, 2005
I think you are missing something on terraforming (which is getting upgraded soon, so I don't think it's worth discussing until we see where it goes, since it should be out in two days, I think), because it does not work like it did in GC1. Take the actual third level, Terraforming. When you research Habitat Improvement, one of your tiles (on PQ 11 or higher planets, has no effect on smaller) that is not in the ocean but was not previously usable will turn red. This tells you that that tile is terraformable. when you get the Teraforming tech, you can then start terraforming that tile by building "basic terraforming" on it. Then you can build the second half of it (no, I don't know why they require two steps). At that time, the tile has become usable and you can now build something else on that tile. At no time did the PQ of the planet itself go up.

Yes, terraforming as it stands in Beta 4C needs a rework, but that's happening.

Terraforming research time too long? I'd have to say that that depends on your settings. It's one of the harder techs to research, but far from the hardest, and I usually tackle it earlier than I did in GC1, and when I do tackle it, it takes less turns (usually less than 20).



The AI is still under development. Beta 4 was the first time the AI was actually making an effort to play the game, rather than flail around randomly, I seem to recall. The GC1 AI was pretty good for most players, and I expect no less from the GC2 AI in the released product.



As for that trade, I believe you'll find the AI is insanely protective of military technologies. It gets quite a bit more reasonable if you're asking for non-military technologies. On Normal, I can usually get the AI to trade for the first generation of techs or so (Interstellar Republic for Shields II/Stinger II/etc and all it's prerequisites), sometimes the early second generation techs (Harpoon 1, etc), but I have to be offering something that the AI is starving for to get anything higher than that.
on Dec 07, 2005
My race has research at the second set (+20 I think), and I'm technologist for the government. I have one or two (depending on value of planet) research centers (not fully upgraded, but they are simply called research centers), tech turned to very fast in the game settings, and normal spending on everything. It takes at least 200 turns to research, sometimes more, and there's no way, unless I turn down all spending but research, and notch up the tax, to get it in 20 turns.

Dunno, might just be me.
on Dec 07, 2005
That's just not right. We're obviously doing something different. I'm not even taking the racial research bonus and I'm doing much better than that.

1) What's your overall funding level at, percentage-wise. That should be at 100% except at times of financial crisis.

2) What percentage are you funding research at? (mine are usually in the 30-60 range, higher at times when I have nothing but techs to shoot for).

3) How many colonies do you have? (30-50 is a normal number for a gigantic map for me at the point that the initial expansion has stopped, but I play abundant stars/planets/habitable planets).

4) How many Research Centers do you have per planet? This gets mixed with me, as some planets will have several, others have none.

5) What's the total listed for Research Expenses on the Domestic Policy/Economy screen. I'm at 261BC right now, and I'm still very early on in my current game.

One thing to be aware of is that tax rates can be set quite a bit higher than I would consider reasonable. I run in the 60-70% tax rate most of the game, and drop it to 40% when my economy is strong enough that I can do that, but by that time, it's just a matter of thinking that 60% is too high, that *I'd* be wanting to revolt.