I think that might be an exploit for human players. *bump for dev to take notice*
powenyao
maybe we can consider part of transport's cost as weaponry for the soldiers and hence the transport module used up. A small group of soldiers with guns and air superiority vs helpless citizens.. that would explain the advantage factor. "Why didn't our wise galactic ruler build ships to protect us?" "I guess he thinks we can take on spaceships by ourselves."
It's not an actual building.
the problem is fixed in the latest patch.
Where would one hire the mercenaries? From another civ? It would certainly be an interesting option.. though if you have that kind of finance, you could very well just purchase a ship for defense.
Actually, it would be nice if there can be some kind of upgrade to the starport. It's like the only thing that doesn't get upgraded, I can tell it's lonely! Anyhow, while some planets do not need starport, you might as well build one and chunk out ships for defense. I don't see why you would rather build a defensive structure and not a starport. If you are going to build a defensive structure on every planet, it's going to t
I think quite a few problems stem from the strength evaluation. It just doesn't seem to understand what it's true odds are in a matchup. For instance, I was playing a game on crippling, the Altarians has a 300ish military rating versus my 100ish. Trouble was, my frontline ships were large 6 attack, 4 and 4 defence versus their 2-
irst you substract defense(A) from damage(A), defense(B) from damage(B) and defense(C) from damage(C) then you add all of the defense togeater, take SQRT from that number and substract that number from damage left Does the sqrt round up or down?
It would be nice if you can all ships' sensor range and movement range can be displayed in graphical detail. For example, a ring (or a square actually ..) with the ship's team color indicating how far the ship can travel. For a bonus result, use ripple effect. This will allow players to see at a glance how far their ship can move and how far the enemy ship can move. Very helpful when deciding how to maneuver ships against the opponents.
Did the Yor happen to use any invasion tactics? Defenders do indeed have a big disadvantage, that is, when it comes down to ground combat. In real life, I would assume that the same thing would happen. The invader can invade you because there is no ship defending the planet. This implies that they have air superiority and that would help the invasion force a lot. A pure defensive game is possible, just not one that relies on soldiering and ground battle. Ground battle shoul
Serial IS piracy protection. It's just not an obnoxious one. With that said, I doubt stardock or any company would purposely leave bugs in their game. It makes a game look really bad if it wouldn't run properly and the company would risk potential customers as the customer would label the game with poor quality.
it would be nice if all ships make a ripple effect (with color of the team) up to the grids that they can travel. It will make it easier to maneuver ships as well.
Does building farms increase your pop rate? Ppopulation growth rate is not affected by farms. I believe it is affected by approval rating (double if it's 100%)
sensor is capped at 15 parasec, btw. Though I would agree that it is how it should be used.
But if you can get the multiple moon walking, you might also be able to get ships in orbit.. actually in orbit. The ships in orbit will be smaller than their main map counterpart and orbits just like the moon. You will be able to select the ship in orbit and send it to any grid next to the planet. It might also make planet battle look better. (if you don't turn on the battle mode for every attack, it will look like the planet exploded)
Tactical Anyone who loves designing ships wants to control it and see it in action. MOO2 gave us that. It also gave us an ability to defeat an enemy with better tech through tactical skills and unique variables such as heros or unique weapons. Massive fleets I want to control armadas into battle and pit them against other large fleets. Smart Weapons I n
Actually it would be rock paper scissor if laser beatss missile, missile beats mass driver, and mass driver beats laser.
check out the poulation article on galciv2 wiki https://www.galciv.wikicities.com/wiki/Population
With the current battle system they have, I don't see much of a point in having carriers. If something like carriers are to be implemented, the dev could probably just do animation. Instead of putting a laser cannon on your ship, you would have the choice of putting a laser fighter bay. In cinematics, the fighter bay would launch little fighter jets that shoot laser instead. Otherwise, same functionality. Really, if the battle system is like this and doesn't have
populists are the only one that have any truly useful bonuses..? I thought federalists weren't that bad.. +20% econ.. the technologist's +20% research and sensor bonus isn't all that bad either..
So even if I have a planet full of markets, it won't neccessarily increase my net income? Market will help the planet that it is build on, so revenue from that planet would be higher. Those markets will not help another planet, so the revenue on other planets would not be higher. Net income = Revenue (planet with market) + reve
Do you agree with any of the following, psychoravin? In the retail version: The manual is outdated Lack of a neutrality learning center The lack of responsive tool tips "What would you trade for this" option would be nice Auto-adjustment for money/influence for diplomacy screen would be nice Annoyance in that Social Production Ability did not apply properly Annoyance in not being able to get the benefit of a trade good/galactic achievement even thou
only if a United planet resolution that allows allies to gain benefit of a starbase is passed. Even then, only allies.
I agree with Heavensblade23 on certain points. Personally, I don't understand if the use of third mouse button is that bad. I would rather have customizable hot-keys, but eh. I do agree on his points about the manual being out-dated and a lot of designs being flawed. Someone was saying that Heavensblade23 should just list the problems instead of just complaining. Again, I agree with him in that a lot of problems are addressed by the Devs but the changes aren't made to the
[evil] Survival of the Fittest -population cap is reduced +various bonus: soldiering in particular, perhaps research, courage [evil] Slave Labor +production -relationship factor [evil] brainwashing +loyalty -research [evil]Sentient Being Testing +Research -relationship -morale [evil]Survival of the Fittest +Soldierng, research -population cap reduced [evil]Selective Breeding +soldie