But even if bunch of tiny can defeat a huge, I just don't think the AI can effectively take advantage of the superdimensional. And imagine if you put lots of engines on it.. it will be able to handpick weak tiny ships for experience till it can take on large fleet with the hp. Anyhow, the devs can worry about the AI.. i'm all for larger hulls.
powenyao
someone had the idea of modding an invasion strategy so it reduces the planet quality by 100%.. perhaps you could try that.
so i'm guessing the terraformable tiles on takari's new planet aren't terraformed.
Maybe the AI should be adjusted so that they would take advantage of the military sources more. While a fully developed millitary source with one fleet on it would be guaranteed invincible, you are still vulnerable while building it up. If the AI attakcs you before you build it up or you spend too much effort building it up and ruin your economy, then it wouldn't be a guaranteed win.
it was kind of strange to find that the dreadlords do NOT have their planet developed. In fact, I found out that they were building soil enhancement and all that good stuff while I was making my way over. I also like how the Terrans think. The Drengins are overwhelming, the dreadlords are right after them, let's go into dreadlord's pocket universe and try to defeat them on their home planet where they should have the infrastructure to build all the ships and defeat us easily as emphas
1.) starbases. Max 10 upgrades to a fully upgraded starbase or autoupgrade if you research a new tech. 40-50 updates thats insane and no fun anymore. econ and influene starbases have around 10 modules anyway.. <TD class="mb-Body-Quote-Text"
I think a fun idea for a ship design would to be to research entirely the Mass-Driver weapon line up until the point you got Nano-Ripper technology, then to put as many of those as you possibly could on a Cargo Hold. Sure the ship would be very expensive and be destroyed in one hit, but it should be able to take out any other ship in its first strike! <br
legalized gambling (10% economy -10%morale) gambling would probably boost morale.. perhaps reduced productivity as people would rather try their luck than actually working.
if only the AI can be balanced to take advantage of it... I would assume the logistic line would have to be expanded as well. Otherwise, whoever get the tech and chunk out the ship first will simply win the game (in that case, just assume this is what happens when you get the technological victory XD) I think it's an interesting suggestiong for an expansion pack though. Not trying to spoil the campaign, but the ship would suit the continuation of the dreadlord campaig
Very true. They are cool but one thing that bugs me is that there doesnt seem to be that many benifits of being a good guy... I normaly end up exterminating or enslaving the locals lol.. Actually there are several,
OK, Hall of Fame to me means a list with all your highscores on your machine. Am I wrong there? If I'm right, explain to me why you need to know real world gamers' scores to implement that. Well even assuming that highscores is only available locally, it would be nice if the scores are a reflection of actual tactical ability rather than winnin
did you by any chance set the social spending slider to 0?
A few features I'd love to see for modding (or the ability to expose functionality that already exists) carrier modules, allows ships with 0 psc movement speed to be carried in a fleet (tell me if I'm wrong on this) other wise ships with 0 movement can only engage in battle in thier sphere of influence (around where they are built) are modifiers integer or ca
cargo ships don't gain hp, do they?
maybe the landing troops get such a big advantage against the planet's population because the planet's population are too busy destroying the transport than to fight back that would explain why you could just draft some random population from a planet and they somehow become an elite invasion force..
normally you turn it on with ctrl+f..
As stated by others, cultural border=/=political border. On earth we have this thing called international waters, i'm sure such concept would apply to space too. "what do you mean our freighters can't go over cause it's your territory, your nearest colony is 200 lightyears away!" With that said, it would be nice to have some kind of politicla border, but i'd imagine the border would only be a few parasec away from your colonized planet. Perhaps something like 3 parase
If you are really interested, go to /data/English/techtree.xml and open it up - As for in the game, "weeks" tells me the division result already, and in this game, unlike GC1, leftover research credits go to the next tech you select so the management to be efficient with the credits isn't necessary. It would be nice to know the cos
so why not just build a starport and let it chunk out ships? I mean, I can see your reason for wanting the feature. To balance it though, the developers would make it so that the defensive weapon would be just as expensive to build. If you can actually just upgrade starport to orbital fleet manager.. that'd be great. It really sucks not being able to do anything about the starport.
could be a united planets voting that requires everyone to have star federation.
"Why don't star bases pay tax? I mean, they have people living on them right? Don't the people on off shore oil rigs pay taxes? So why don't the people on my star bases pay tax? I want my tax!" The number of people there are not significant enough to label people on starbases as a source of income. Just assume ppl on the starbase pay tax and vote to their home planet, like the out of state people do. As for markets and modules that you build on starbases, you do get income
maybe the scout just never discovered those nice planets near their home planet.. i mean when we set the scouts on auto explore, they do some whacky things
https://forums.galciv2.com/?ForumID=274&AID=102033#803296 might want to check that out
What is the difference of building research center in 1 planet other than on all planets?. I dont really understand what the research center does. does it speed up research? Besides the starbase bonus like Dewwar mentioned, keep in mind that lab is points based while markets are % based. It doesn't matter that much if you have labs in 1 planet or 1 in every planet, it matters that you don't build 1 in every planet because you would benefit more from lots of markets in same place.
Those are parsecs you're talking about. When we move a ship to attack, it simulates the ship closing that distance to get into firing range. Starbases can't move so they need to wait for ships to come to them. At the same time, the starbase can aid ships with their offense/defense up to 8 parasec. It would be nice for the starbase to