Whenever the AI offers you a tech trade, it thinks it's giving you a deal. Because military techs are so taboo in this game., the mass driver theory for enhanced minaturization trade is thought of as a bargain, thus why they wouldn't trade it to you when you offered it. Now, these random tech trades are randomly targeted as well, so for every tech offer you get, each computer player is getting one too. The thing is, since the AI thinks thes
Dewwar
One of the combat starbase upgrades is mini-fighters, that add +1 beam attack to everything in the area. From this we can infer that maybe all the larger ships have fighters, they just aren't explicitly put on the screen. It has also been mentioned that tiny ships still seem to be kind of large, like maybe the size of corellian corvettes or other small patrol craft. -Dewar
I *heart* free upgrades. I'm not evil by nature, but that advantage has my alignment shifting quickly downward. -Dewar
Wow, that is an action packed list of tips there GreenReaper. I would add, upgrade your colony ships to faster versions as soon as possible to get a leg up on the competition, and build lots of starbases. -Dewar
It's much easier to trade techs with minor races because their diplomacy is a lot lower. You can get tons of goodies for a couple of crappy techs which you can then trade to the major races. I try to keep them around as long as possible, but if they're about to be conquered I usually swoop in and take them over myself. -Dewar
Computers trade tech like mad, so the reason they're all so far ahead at the start is that each one researches down one or two trees, and then they swap around between them until they all are a ways down all trees. This decreases some as the game progresses as the AI gets a bit more stingy with their techs. At the start, it helps if you research a lot of diplomacy skills and don't trade them away, since this gives you the advantage in tech trading. After that, research whatever the co
I find flipping in Gal Civ 2 easier than in Civ3 or Civ4. The thing you've got to remember is that you need to be providing 3/4 (or maybe it's 4/5) of the culture for a planet before there's even a danger of flipping. You can take a look at the tool tip for the culture of a planet and it will tell you what percentage you're providing. Once you have the cultural domination tree all researched out, influence starbases flip planets like mad. -Dewar
I love the evil "Don't pay for starbase upgrades" ability. I build starbases like a mad man. -Dewar
I believe they only agree to attack another race if they have less than friendly relations. I know that the race will show up on the list even if they have a more powerful military, but your ally won't agree to attack them. -Dewar
My thoughts on tech trading... I tech trade all the time, but I avoid giving out certain techs like diplomacy techs (the higher my diplomacy, the better deals I get. If I help their diplomacy increase, then I'm shooting myself in the foot) and defense techs that are against my primary weapon (why would I help anyone defend against myself?) Once I see one or two computers have a tech, I go around and sell the tech to everyone for whatever I can get. This gets me a little e
If you spend any points in the ability screen for any race, they lose any special bonuses that they have that aren't on that screen. Things like logistic bonuses, and the +100 loyalty bonus another poster talked about. I'd suggest not messing with the abilities of any set race, and making a custom if that's what you want to do. -Dewar
I'm pretty sure Trade is what unlocks them, might have to barter for it. It should be pretty cheap since you already have the next tech in the chain. I know the computer complains at me when I try to give him a tech that he already has the next in the chain of. -Dewar
In a game I was playing on begginer difficulty, the races voted to put a limit of 8 on the number of modules that could be on a starbase. That limit didn't take hold for whatever reason. Unfortunately, I didn't notice until 10 weeks later or so, so I wasn't able to get a save or anything. Other limits have gone through without problems, so it might have just been a one time thing. -Dewwar
I was playing a normal game in a medium universe. I was the Dengrins, and the only AI computer player was Human. The difficulty was normal. While I know that the AI isn't at it most intellegent on the normal setting, it made a couple of strange choices that I thought I'd tell you about. I was basically at war for the entire game with the Humans, and when the United Nations (or whatever it's called) came up, the issue was restricting the number of trade routes an evil civ can have. I was the only
I haven't had this problem. I've been able to build over destroyed star bases with no issues. -Dewwar
The propaganda slider was taken out of the game before final. Perhaps it will be back in a later patch. -Dewwar
Overloading with too much jewlery can cause the whole game to crash (at least until today's patch.) I've never heard of components dissapearing though. I guess I don't decorate enough. -Dewwar
For your viewing pleasure.... Check out #5 on the original post of this thread https://forums.galciv2.com/?ForumID=162&AID=102205#801881 -Dewwar
Good job team, now go home and have a nice weekend. Try not to camp out on the forums too much. -Dewar
The save box is coming up behing other windows. The work around for this is always open the shipyard screen from the main map with no other windows open. -Dewar
No service packs? Most games require at least service pack 1 these days, and so does windows update. -Dewar
There's actually a full blown company called Stargate here in washington. Not sure what they do, but their symbol is a ring with a ramp leading into it. Makes me wonder...
Did you check out the gameplay examples in the journal section? They don't go terribly in depth, but they have some good examples of the general way things work. -Dewwar