Yes, that's true and I would also add that the more modern a war the more production matters. Germany lost WWI because the blockade by the Royal Navy forced the Germans to adopt dangerously aggressive tactics in the latter part of the war. The Germans did well at the start of WWII due to superior strategy (not tactics, which BTW is more at the level of captains than generals) namely blitzkrieg, which relied on superior technology. Germany lost WWII
Prince of Crows
There is also an issue of degree. 15 years in a gigantic galaxy doesn't seem totally unreasonable to me. 203 does. And to assume a "No influence victory" win is automatically an exploit is to imply that the purpose of the influence victory is to impose a de facto time limit on games. I see no reason to believe this is true. I often turn off influence victory when playing simply to avoid an influence victory while winning by military victory (I li
Personally i would quite like to see a space travel system using B5 jump gate / engine technology. basically unless a ship was given a jump engile (large, bulky component) it could only move from one jump gate (a specialist star base?) to another. Not really compatible with GalCiv2, but I think it would be an interesting idea. Oh and by the way join the Colonial Fleet, its better than being nuked by toasters <img src="http://images.stard
A simple numeric scale, Cake Walk =1, Easy =2 etc.
Frogboy's point is worth noting. It means that we might as well keep on posting scores as we have always done as they will be rebalanced when the scoring system is changed. Of couse if you all want to stop that's fine by me, it gives the colonial fleet a better chance of moving up the scores
You know, I've always wondered why you would actually blow a planet up, I mean that's pretty energy-inefficent isn't it? Surely long before you built up enough power to blow the planet apart, you could just superheat the atmosphere. That would kill every living thing on the planet and most likely render it uninhabitable, problem solved. In terms of the game I think it would be nice to have Terror Stars, but only if they are balanced. One
Are you sure you don't use Dread Lords as freighter captains? Now that's asymmetric warfare for you.
That transition from samll to medium organisation can be one of the most vulnerable times in a company's life. But you have great products so I'd say the odds are in your favour.
Evil has its charms Pullet, but I like neutral as well. I guess my heart is just filled with neutralness
Probability of not getting Terrans as one of 8 picks = 20% Probability of not getting Terrans as one of 8 picks 4 times in a row = 0.16% You're right, that is odd.
Though of course larger fleets of smaller capacity transports mean higher logistics requirements.
Threats would be good, perhaps some other forms of agreement as well. As an economist I would be quite keen to see some form of free trade agreement. I would also like the ability to use diplomacy during a UP session, with the option of buying / selling votes with other civilisations eg "Vote for A and I will give you x"
Before playing this, I can't remember the last time I read a witty piece of dialogue in a game Personally I thought some of the dialogue in KOTOR and KOTOR II was pretty good (HK-47 in particular).
I've heard of the same problem witht he "ancient precursor artefact" event that gives one races a mall, but exponentially increasing bonus. Crush them fast or they become unbeatable. IMO thatevent could be improved by: 1) limiting it to minor races 2) Capping the bonus (creating a funtional limit on how much you can learn from 1 artefact). as far as the terraformer goes, it might be better if once again the bonus was always
Have you considered unlinking cpacity and productivity for manufacturing and research? Allow me to explain. Capacity reflects the maximum amount of units of production / resarch you can purchase, productivity is a reflection of how much each unit costs. A more advanced factory or lab has a higher capacity than a less advanced one, but the same productivity. Rateher than making 50% of all bonus units free, you could designate different typ
I knew there was a reason why you're prevented from altering the key files in a metaverse game.
The problem is that individual weapon don't do anywhere near that damage except at very high technologhy levels. I can't speak for others, but it is rare for me to use a weapon that does more than 3 damage. Your suggestion would make the results insufficiently random, making it nearly impossible for small ships to defeat large ones. This would decrease strategic flexibility.
If you're a fan of BSG locus, you shoudl join up with the colonial fleet! (search for us on the forum). As for the carrier others on the forum have suggested a range of modules that give a large ship the ability to boost the range and speed of tiny ships in the same fleet. this would simulate the effect of a carrier and fighters without requiring a total re-write of the combat mechanics.
While I'm not a marketer, I did have to take a marketing paper as part of my bachelors degree, and the funny thing is that they empasised that the marketer's job was to work out what people wanted and then convince them that the product was in fact what they wanted. Of course, its just easier to give people what they've always been given. Check out movie sales over the past few years to see how well that works in practice.
50% is too low for a highly democratic civ. I like to keep my rating above 70%.
Component inflation makes sense for all components except weapons, sensors and the special systems. Bigger ship = greater mass => bigger thrust for same effect = bigger engine Bigger ship = greater surface area => more defences for same effect = bigger defensive systems Bigger ship = more crew => more supplies needded for same effect = bigger life support Perhaps if inflation was restricted toonly the appropriate systems and size was based on basic, not current hu
If I may venture a philosophical opinion: People do evil things because those things are in their best interests. To simulate realistic moral decisions the evil choices should have better outcomes than the good ones. In order to provide game balance there are two possible solutions: 1) make the bonuses for playing good better than those for evil, especially in terms of superior morale and diplomatic ability. 2) Give higher metaverse points to good ply
I will have to agree with my fellow Colonial Fleet-er Josh_88 on this, the bugs are too inconsistent for the conspiracy suggested above (not that anyone has seriously suggested that it is true). However Frogboy has stated in the past that the constant updates are what amounts to a form of soft copy protection. Each update makes the game better, so you can either pirate an off-the-shelf version of pay for a version with constant refinements and improvements.
"the approval rating was total voodoo" Does this means that in order to improve your morale in GalCiv I you had to spray chicken blood on the monitor?
Frogboy has made the same comment in another thread "do what's best for you".