I always thought it was odd that the UP only consisted of races that *I* had contacted It doesn't work that way anymore. I think that changed in 1.3. Now when the first UP council happens you have diplomacy options with all major races. Correct me if I'm wrong about that. As for the original post, I like some of the new ideas. I als
ProudCanadian
Please do this. It would be so useful.
It is an annoying and un-fun event. I wouldn't miss it. If they want to keep the bonus ships for the enemy, just give the AI some reasonable number of their current best combat ship design. Say that their supporter paid for the construction or something.
Hmmm are trades more reasonable in crippling? I'll give it a try, I play @ challenging or the next step up I'm not saying that it isn't a lot different from 1.1 because I can't remember that far back. All I am saying is that in 1.31 the trades appear to be fair. If your diplomacy level is roughly equal to the AI, then they will trade you almost
I don't know what he's upset about. I think the AI makes pretty reasonable trades in 1.31. I'm playing at Crippling level now, so the AI is not gimped up too much. When I get techs/goods/etc. that boost my Diplomacy level I can definitely see the difference when making trades.
Yeah I've noticed that on the first turn after a reload the influence levels are not calculated correctly and often give you an advantage over the AI. Sometimes AI planets flip that otherwise would not have if you didn't save/reload. Kinda sucks.
... you are way too "in this" stuff... it's just an empire, and nothing can beat The Galactic Empire, you'll stay in the top 25 empires if you won't get some members, that's why you take every chance...so please stop with all this cause I won't post here again, I was in a "fight" between two players and I don't want to get to another one, what I'm saying (I don't mean we a
So many things can affect the final ATTACK/DEFENSE numbers on a ship: + military resource mining + racial abilities + planet shipbuilding bonus + military starbase bonus + previous anomalies found It would be cool if there was a way to drill down from the ship details window to see how the final numbers are calculated. Stardock would have to tweak the UI again, so it's hard to say if it is worth the effort.
On a related note, I've always found it funny that the AI always seems to pick any crappy little planet as their next capital. You'd think the class-19 economic paradise would be a better choice than a barren class-6, but evidently not in the AI's eyes. I have always seen the same thing. That's why I guessed that it was random.
I noticed a change recently where if you capture the capital colony of an AI civ, the Civilization Capital improvement becomes an Initial Colony improvement after you make the capture. Another colony of that AI (it seems almost random) then becomes their new capital. If you are on a rampage to capture every last planet, the LAST colony you capture remains a Civilization Capital after you take it (and remove that AI race from the game). I don't really like this new logic. I DO like th
In my current game, the Iconians had obtained Xeno Ethics and chosen the Good alignment. Later in the game, the Iconians experienced the random event that causes them to become Evil. They started to behave Evil (I was Good and our relations started to degrade rapidly, for example) and other AI races would randomly contact me and say stuff like "we need to secretly work to oppose them before their darkness spreads across the galaxy". THE BUG: On all the reports screens the Iconians
I started seeing the "guns on cargo hulls" during the 1.3 beta releases. Cool idea. It gives them a chance to take out a single attacker at a low low price. This wouldn't have been possible in earlier version of GalCiv2 where the defender doesn't get to shoot back if the attacker does enough damage to kill them in the first attack round.
I like it better when it was easier to form alliances. Bloody pacifist!
I've noticed that with the newer releases and on higher difficulty levels your relations to other civs rarely go up to Close unless you specifically do something to improve the relationship. I used to find in the past that just trading techs and setting up trade routes with a friendly AI would eventually get me a Close relationship if I wait. I'm finding now that I need to give gifts to them occasionally (cash, ships, tech) to get it beyond Friendly. I'm not saying this is a bad thing, it's j
This happened to me during a game using the production release 1.30 I had a stack of ships right next to the Drengin homeworld. Stack consisted of 2 fleets of combat ships, 2 fleets of transports, and one single transport. One combat fleet attacked the planet and destroyed one "orbital fleet" worth of ships. Second combat fleet attacked the planet and removed all remaining ships. 1 transport fleet attempts to capture planet and loses. Second transport fleet captures planet and stil
Master U - you have not been summoned by Emperor Evil Roy of the renowned Sentinels of Skowbo. I suggest you take our leave now... while you still can! All hail the voice of the Sentinels. One more shall join the voice. The Sentinels shall bring harmony to the galaxy.
Same problem here.
We do not hear your words. One shall join us.
I'm not sure if this qualifies as a bug, or if it's just a necessary circumstance of galactic politics. It bugs me when an AI race that I have always had good relations with suddenly thinks I'm about to attack one of their planets and pre-emptively declares war on me. EXAMPLES: 1) Drath are getting decimated by the superior Drengin military. Drath are about to lose, so I trade nearly my entire fleet to them for a bunch of tech and cash. We have always had good relations, never be
The Sentinels of Skowbo need just 1 more member to complete our Council of Five.
They should and would have to completely redo the entire ground combat system of the game to change this. Don't forget that the AI would need an overhaul also. I imagine this would be a very big job. I'd love to see a brand new ground combat system and racial population system (I also liked how it worked in MOO2) but I wouldn't expect to see th
I experienced this AI-Defenders-with-no-weapons thing last night with a non-campaign game (Tough level). OK, so the argument of keeping something in orbit to prevent transports landing is fine I guess, but there is no reason for the AI to start building Defenders with defenses and no guns! That is just a waste of money, since a ship with 0 weapons but with defense points is still completely vulnerable. I experienced this in my game where the Drath starting building Defenders with no weapons b
Automatic "empire short names" and ship name themes in a file that the user provides would be excellent. I'd love to see that kind of enhancement.
Silly idea.
The Iconians were changed to a good race in patch 1.1 Oh I didn't know that. I didn't play the game for several months because I was busy at work and I just recently started playing again. I'm just getting familiar with a lot of the changes that happened. Thanks for the info.