Breniir has the right idea. Artificial, smacked on fixes are not going to make the game better. Make players you indescriminately trade techs away aquire a bad reputation (this applies to AIs too, of course)--with options on hiding the deal and so forth. This should be within some limits of course. Some guidelines: 1. When anyone trades anyone else a tech, it comes with the assumption that it will not be traded to anyone else for 1
Drachasor
I really like the idea for general combat options. There are strategic-level decisions that could be done. No tactical map of any sort, but something akin to ground invasions as some have mentioned. Admittedly this is in a sense "tactical", but if it works for invasions then it would work for fleets, imho. The game talks about how mass drivers are close-ranged weapons, and beam weapons are long ranged, but as far as I can tell this isn't
I think part of the surrenduring methdology has to do with military might. If they have a small enough military (perhaps compared to their enemies), then they'll surrender. It doesn't matter where the ships are or anything. Hence they could potentially declare war, attack, lose some fleets, and then surrender on the same turn. The problem there would be the decision they had to declare war. Though they should also wait for an invasion to at least
I know for a fact that auto-survey finds anomalies that you can't see. I use it every game and have multiple surveyers that also act as my only scouts (all set to auto-survey). -Drachasor
Here, here! I want to be able to turn this off too. Tabbing is so much better, especially when you have other things you want to take care of first, such as newly built ships, empty queues in planets, etc. If they are worried about people forgetting about their ships, all it takes is a little icon on the interface that stays lit until you've given commands to all idle ships. This is an easy thing to change (or should be, I suppose it could be hard-
Franco fx , if it makes you feel better, you weren't unclear in the initial post. (heck, even if it doesn't make you feel better).
What are the evil techs like? Do the weapons they get really compare that well against the Nanoripper (probably the best weapon, for good at least, in the game given where it appears)? I find Good's defensive techs, save telepathic defense--which is truly mediocre, great. As for Tel. Def., there's good reason to go to the end of the missile defense tree, as you can build a trade good which gives you a +20% research bonus.
Ahh, I found it...too bad it doesn't change the name on my older posts.
What's really annoying is when the ally surrenders to an enemy you are at war with and: You completely surround the ally, so the only way the enemy can get to them is through you, and they haven't gotten close. (At least the AI doesn't get his ships). You have 4 or so other allies also at war with the same guy. The AI doesn't seem to know the difference between losing ships in enemy territory and having an invasion fle
The Auto-Survey work only if you already found them. No, he had the right of it. The only thing is auto-survey and explore are a little buggy. Auto-survey will sometimes say it can't find any anomalies when one is within 5 squares of the ship (and you can see it!) Auto-explore sometimes
In Superpower 2, battles are fought using a system that is not too different from GalCiv 2. The only diffence is that there is a menu of battle options such as 'full assault' 'ranged attack' air superiority' 'sub hunting' and so on. A good idea indeed. This here isn't a bad idea. It isn't tactic
Anomalies are one of the biggest money-makers in the early game. Sensors is always the second thing I research (after Ion Drive), and then I build at least two fast-moving scouts to find anomalies. You can get 500, 750, 1000, or 2500 credits. Some scouts with a move of 5 or 6 (and decent range) can really make a ton of money. Getting over ten thousand credits happens pretty much every game I play. My strategies are not dependent on this cash, but