DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

There was some incentive to use a diversity of ships in GalCiv 2. There were ship modules that could boost the whole fleet, like attack or ship speed. So there was incentive to try to include ships that had said modules into the fleets. Otherwise, you should try to go big (larger ships have advantages that smaller ships don't). GalCiv 3 might get some improvements to tactical combat that might change things, but we'll have to wait and see. For the record, we won't be ab

2 Replies 12,221 Views

There must be. Beta 4 has been creating all sorts of weird shapes with influence. I've been finding the influence has been warping in the ways that it needs to start culture flipping my planets without controlling everything in between. Planets that were in the next system (or 2) over have been threatening my planets without the whole solar system being threatened.

11 Replies 9,845 Views

Before I started my last game, I decided to fight with nothing but carriers (if I could put off war for that long). After playing, I've since determined that carriers are really over powered. How they work: You research the carrier tech. You design a ship that uses a carrier module. You build the ship. You then send the ship into combat. Before battle, each carrier module will spawn 5 tiny hulled ships to fight in battle. At this time, they are the tiny h

74 Replies 277,150 Views

Starbases are not supposed to be oversized attack ships. They are supposed to be bases. They have a job to do, which is why they are built in the first place (such as boosting the productivity of nearby planets or mining resources). You can order ships to defend starbases much like you can order ships to defend planets. You can then manually launch them to deal with threats that arrive. Probably not what you are looking for, but in many other games you have to man your fortresses i

1 Replies 4,523 Views

To give a quick overview. In the GalCiv universe, a super human being came to the universe early in its development. His arrival had an impact on the very essence of the universe, causing life to evolve to resemble that person. The precursors became human like. The species that would become the sentient life in the galaxy would become human like. This super human being (if I recall correctly) literally set foot on Altara, and life there quickly began evolving to become very human despite ther

5 Replies 12,186 Views

I have done some testing with carriers. They seem effective. I used them on a large hull (7 logistics) and I got 5 fighters (I think 10 logistics worth). I still had enough room to add other stuff such as weapons and defenses. Maybe I should have added another carrier module. I did lose some in later fights, but I got replacements a few turns later. Unfortunately, the game does not tell you anything about your fighter capabilities. I had to figure things out as I played. Anyways, f

7 Replies 2,769 Views

Crowding creates unhappiness. Adding more food only makes that problem worse. The population will automatically grow (unless you are the Yor) to use all the food. To counter unhappiness caused by high population, you should research morale buildings. Build those planet improvements on your worlds to help with happiness. You could also build econ starbases as they can get modules to improve morale as well (which should be unlocked by same techs). There are also precursor relics that can help w

8 Replies 1,020 Views

I'm looking for some changes to the AI ship designer. I like letting the AI have a high degree of autonomy to design ships, but there are times when I think it should be able to do better. There are some problems that creep up, such missile weapon ships being designed with missile defense despite the fact the enemy is using lasers (which missile defense is poor against). Likewise, the game can't be told to design ships differently, like design fast constructors or cheap constructors,

4 Replies 2,677 Views

The ship templates shouldn't be gone. If this game is like GalCiv 2, then the ships will still exist, they just will not exist in the previous saves (hence why you should save). Something that Stardock did was to ensure that saved games did not depend on local data. So saved games also saved ship designs. You could literally take a save from one PC and load it on another PC and not worry about moving all your ship designs along with it. So saved data trumps local data. Unfortun

3 Replies 3,941 Views

I'm not sure if the different civs should like different planets more. The lore has established reasons why the different species in the galaxy are so much alike, why they are so human like. Even the Altarians became very human despite there never had been any previous mammal species for them to evolve from. Maybe they could have a natural predisposition for certain kind of planets, giving them a discount when they start researching the techs or something like that. You know, to show that

8 Replies 29,786 Views

I didn't like the xp and the level system in GalCiv 2. I'm not sure I can put into words why I didn't like it. It was something that I could live without. I like having all my ships to be powerful, not just a handful of them. If I had to implement a leveling system, I would likely to include a system to train ships so they don't need combat to level up (it would cost money to do so). I'm going to think about it and see if I can sort my thoughts on this.

9 Replies 5,316 Views

I don't see much point for this resistance to making starbases better defended. Like your typical fortress, a well fortified starbases is trap of sorts (for the player building them). Fleets can fly around them and they can't do much to defend your planets (and you are temped to think they are good for defense). Starbases can't directly harm fleets unless those fleets attack the starbase first. Even if you could make starbases that could survive dozens of fleets, that fact alone w

81 Replies 44,424 Views

I've been finding that the amount of micro management that I need to do to play is killing the fun for me. I find that there are many things that I waste time and mouse clicks on that could be improved. 1. Governors for planets. I find that I usually follow a pattern when developing my planets. I follow that pattern for nearly all my planets. I've done it enough times that I don't think there is much need for me to be doing it myself anymore if I could somehow program a

12 Replies 23,722 Views

2. Its a race. Your point? If you are not looking to play a game where you compete against AIs or other players, then maybe you should look for a different game. Your opponents will seek to dominate the map and exploit whatever they can, and even act to deny you an advantage if they can't exploit it. Racing to collect planets and resources is one way to get an advantage. Playing smartly (like not spreading yourself too thin) is another way to get an advantage. In GalCiv 2, there wasn'

14 Replies 13,680 Views

First we have production split 3 ways between: manufacturing, research, and economics. Then manufacturing can be split between social and ship production. Now you are suggesting that we get the option to split social between planet improvements and projects? How many tools should we get to split the production pie? Perhaps the spending wheel needs to be reconsidered...

7 Replies 3,897 Views

A Civ's power is not just war ships. It seems to include other variables like industry and... well... I'm not really sure. It seems to be built to take into account that while having a large military is nice and all, but one shouldn't forget about civs that could rapidly build up a military and would be a tough nut to crack. It seems to be the overall power assessment of a civilization, with warships being considered highly valued. In GalCiv 2, if you didn't have a

6 Replies 5,525 Views

I haven't seen any real mechanically difference between normal techs and specializations. Aside from the multiple choice part, the only difference that I've seen is in the way they have been used thus far. The specializations might offer things like smaller weapons, cheaper weapons, or better weapons (offered in percent improvements). For instance, a specialization might reduce the size of all missile weapons by 20%. Normal techs tend to offer new things instead of improvements to exi

7 Replies 23,139 Views

Stardock has a proven track record. I would preorder games from them that I would not preorder from someone else. GalCiv 2 got many many updates throughout its life time. The devs did listen to much of the feedback given. When Demigod was released, there were 10x the number of pirates trying to play online than there were actual customers trying to play, and there were problems with the bought network software that didn't show itself during the beta. I heard that it was very ba

9 Replies 25,937 Views

Yes, you can research as many specializations as you can find. I would not recommend it though. I've found that there are many techs past specializations that are worth researching. Focusing on nabbing more specializations than you need can be a distraction. For instance, the tech needed to enable tourism is not a specialization. Tourism is a new source of income (that you don't start the game with) that does not require you to divert production to get. Bigger ships are ver

7 Replies 23,139 Views

Whether or not GalCiv 2 did terraforming it on its own depended on if you had the planet colonized at the time you researched the tech. If colonized at the time the tech was researched, then the terraforming would be queued the same way might the next level of factories would be queued if you just researched the tech. If not, you would have to manually place them like you would have to place factories on a new world. Overall, I like GalCiv 2 terraforming more. The current GalCiv 3

15 Replies 16,022 Views