Could one not simply split off "build outpost" and "found city" to two different units? That way the mechanics could be controlled independently?
Matthew Cleveland
Both are excellent ideas, as well. There are some fantastic ideas from past 4X games that didn't quite make it into GalCiv II that would make it just a bit better. Actual tactical combat aside.
Hey all, been playing GalCiv2 for a while now. I've really been enjoying the game. Great job there at Stardock creating a fantastic game. I've got some ideas for improving the overall player experience, hence the name, "Suggestion Box". I wasn't sure where to post it, so it ended up here. I feel there should actually be a Suggestion Box sub category, but hey. 1. Enslaving populations/Conquering Planets One of the things about GalCiv II is conquering planet
1. As far as I know, when you kill the a route, you lose the freighter as well as the trade route. So you need to build another freighter. 2. Don't know the numbers, but it's usually best to send a freighter far away to a populous planet. Choosing opposing player's capital is usually a strong choice. 3. The main reason to speed them up is to allow them to establish the routes faster. Esepeically useful when playing on larger maps. I recently built one with four warp engi