[quote who="Wintersong" reply="3" id="3412333"] I like the idea of Farm Worlds. Which would also happen to make sweet targets during wars.[/quote] Yes, and what would really be cool is if planets could be blockaded. If a food world was blockaded, then its food shipments stop and one has mass starvation through out his or her empire. Or, a planet without any food production could be blockaded and then not receive food. The result is the same for t
Mac2411
[quote who="MarvinKosh" reply="10" id="3412390"] The AI also uses bonus food tiles very poorly. When approval starts to plummet they tend to lower taxes as a stop-gap measure, but then they don't do much about the problem.[/quote] Yes it does. One of the worst misuses was when the Thalan would locate their "super building" (can't remember the name) on a 300% food bonus tile. It would pretty much cripple the planet because of the high popu
Once one has "universal translator" then the original language is going to sound like "English" to the human player. That's the whole point of "universal translator." Regarding the Thalan, I think they might be humans anyway.
What I would like to see is a system where worlds within a civilization can, with the right tech, ship, and/or module ship excess food and other commodities to other planets within the same civilization or potentially even allow the trade of such items to other civilizations. That would take care of the "excess food" problem and add another interesting layer to the game. You could have planets that are used as "breadbaskets" which would allow other planets to specialize even furth
[quote who="Lucky Jack" reply="50" id="3412224"] Sounds good if you include the need for fighters to be designed for both space and atmospheric use. For an example, look at the Star Wars series. The books made very compelling arguments for the awareness needed about the aerodynamic differences that needed to be considered in the design of an X-wing verses the design of a Tie Fighter. [/quote] Sure, why not.
If not for anything else, I would think fighters would be very handy for ground support actions when invading a planet. A lot less mass destruction than orbital bombardment by large capital ships, which means less collateral damage and fewer friendly fire incidents.
Galactic Civilizations II
If you read this thread, I think you will agree that it's pretty clear there not only will be a Gal Civ III, but that they are working on it now. https://forums.galciv2.com/427738
Looking forward to the next Gal Civ.
Want to bump this. I now notice that many of the beam weapon effects (including the standard ones used by the vanilla game) are not really synced very well to the position of the starship firing or being hit by them. The effect is that beam weapons will emanate from the previous position of the starship and will strike areas before the target reaches them. Was it always like this and I'm just now noticing it or is this something that is buggy with my install?
This is an extremely old thread and I have no idea if anyone is really coming here anymore, but has anyone ever solved this puzzle? One of the things that I notice is that many of the weapons don't seem to sync well with the location of the ship, e.g., a beam weapon will fire and then it will continue to originate from the original space the ship occupied after the ship had already left the space. In other words the beam emanates from empty space. Also, many times the be
It's been years since I've been here. Surprised to see this still going.
As far as I know, this "feature" does not work exactly as advertised. I believe you will find that the minor race will not have all of the techs of the major race and/or will not trade. Worth checking out though.
[quote who="CaptainYar" reply="4" id="2082863"]What difficult level was that on? Mine was suicidal. [/quote] Masochistic. I should mention, however, that this was TA.
A couple of games ago I had a Minor actually attack and destroy the Drengin. They then had a total of four planets. By the time I made it over there they were at war with another neighboring major empire. I didn't give them any technology or ships and by all accounts they did this totally on their own.
I have a vague recollection of reading a Dev's post that stated the AI does have foreknowledge of where the habitable planets are but there is an algorithm to determine how quickly they go to colonize individual planets. Obviously, that algorithm needs some adjustment in TA with the Drengin and Yor. . .
That's one of which I've not heard.
Whoa girls-don't get your panties in a twist. It was not my intent to insult anyone or get anyone up in arms about such an "issue" as this. In fact, I was trying to be nice by stating that I would not use the word "cheat" to describe what is being discussed. That word carries negative connotations that are unnecessary. It is a modification or error at best. This is just a game with nothing of real meaning at stake after all. Some of you all with the pr
I think you all need to re-read Moosetek's post: it uses such qualifying phrases as "more likely" and "very much doubt." That said, in retrospect I would not necessarily use the word "cheating" to describe this kind of hack, but it could be applicable depending on one's point of view. By the way, I've played this game many, many times and my usual settings are on immense galaxy, "rare" planets and suns, and uncommon planets and abundant everything else.
I agree with Moosetek13.
[quote who="Tzsak" reply="14" id="2062753"] Mega events are all like this, they are powerful, unexpected, and introduce a drastic challenge. For a beginner player who hasn't played a lot of similar kind of game, they should be turned off. Even so, it is possible to deal with every Mega Event, you just have to alter your strategies and way of thinking about the game. I've only just started playing the game and tbh I think wor
Potential manifestations of that are the subject of numerous threads on this forum. Examples are the threads discussing certain AI empires not expanding, some or all of them not building improvements, illogical surrender behavior, and building the wrong improvments on bonus tiles (a problem that has long existed).
They increase population growth and give a 10% (I think that's the right percentage) economic bonus.
[quote who="kryo" reply="18" id="2047452"] Hey Kyro, since you're here, do you have any information that would answer my questions, in whole or in part? It appeared to me towards the end of last year that an update for the game beyond the latest 2.02 version was going to be released. Probably eventually. As I've said elsewhere, Brad has commented that he'll keep tweaking balance, and we have a few bug fixes in the pipe already. But it's not likely to happen for a bi
[quote who="GW Swicord" reply="12" id="2046447"]Re Mac2411's core question, I'm pretty sure we're in "wait and see" mode. I don't know of any formal Stardock policy about product life cycles, but 2.0 was a pretty amazing 'freebie' in the first place so I'm very willing to be patient about when any more fixes might come and I'm ready to accept the possibility that 2.02 is the last update for GC2. On the other hand, they really do like to play their own games, so all it might take is