Unpopular, incompetent, threatened and/or dictatorial leaders often suffer from an unrulier populace which hampers their efforts to follow their agenda. It is common practice for those people to create a foreign threat since that forms a feeling of unity on the domestic front. Even if the populace doesn't like their leader, they will often support him/her just because they
Den of Earth
Anyone have any ideas on the best way to optimize your attack odds? Mass drivers. I don't have a lot of faith in luck, I'd rather drop some large rocks on the planet just to be safe.
I started a game and chose the bonus +25% luck, as there seems to be a lot of luck involved in the game mechanics. As expected, I found a few nice anomalies at the start. What suprised me was, within about 20 turns, my people found 5 Precursor Ranger dreadnaughts. Pretty cool, as my current top-of-the-line ship was a tiny hull with one lazer on it. Alas, they were not enough to stem the tide of Torian battleships. Anyway, luck seems to be a big factor in some ways. Has anyone else had any u
No B5 on TV is to maximize DVD sales... WB has already reaped $500 mil gross ... so no B5 on TV for now... a little OT, there is still some buzz about a B5 RPG computer game ... but I have been hearing this for almost 2 years, so we will see. Looks like buying the DVDs is the only option to see B5 again. As for a game, a GC2 B5 mod would be at l
The AI in GC2 seems to be very good, possibly even the best game AI. Sure there will be situations where it could be better, as in utilizing starbases I retract that statement. Last night, two AIs (Torians and a minor) seemed to adopt a "Starbase rush" strategy. The Torian space is thick with developed starbases and the minor has, for some reaso
As a Babylon5 fan, I must say this mod looks awesome. Is it actually operational for 1.31 at the moment? btw- anyone know why B5 isn't in syndication? I would have expected Space Channel to pick it up years ago.
The AI in GC2 seems to be very good, possibly even the best game AI. Sure there will be situations where it could be better, as in utilizing starbases but overall povides an excellent challenge. As for multiplayer, how are you going to coordinate a 40hr game with a bunch of people? I used to play Empire Earth online and getting people together for a 30-60 minute game was often a problem. GC2 seems well suited to single player and I'm quite happy to have it so.
I think a person is quicker and more adept at countering ship designs and could account for the computer's fleets not doing well. The AIs also seem slow in producing large or huge hull ships, despite having the tech (which they will not trade to me) to do so. All the same, I have been in some desperate struggles where each new ship design tips the balance one way or another. Most of my success has come from making my ships as "surviveable" as possible. The largest ship, with almost all
The posts here are certainly a nice change from BF2 forums, where a typical post may read something like "OMFG my l33t skilz r teh bomb pwnz u goods u suxxorz" I am 39 and have been playing video games since they were invented.
Jericho (Battleship; Hull: Large) Wow, awesome design. The others are great too but I particularly like the Jericho. I will have to try out that mod sometime, I'm starting to feel limited by the stardard jewellery.
Such things may be possible in a tactical battle system depending on how detailed it was made (tac is under consideration for GC3). But as GC2 simply crunches the numbers and shows you a pretty scene to illustrate the results, there's really no way to add any sort of special things like that in the current system. Thanks for your consid
Basically, the idea would be to assign fields of fire to weapons, restricing them to certain directions based on weapon type, placement and possibly special weapon mounts. It would add an element of strategy in placing weapons in the ship designer. Also, battles would be more interesting to watch, as ships maneuver to bring weapons to bear, or avoid enemy fire. Ships would have a maneuverability rating based on hull size, with some tech based modifiers like "inertial dampeners" of StarTrek yore.
Mega Events They would be so cool! having a race from another galaxy threaten all lifeb within ours and we have to unite and defeat them! The possibilities are endless with this feature. This could be similar to the Antarans in MoO2, that would occasionally drop by and kick the crap out of some unfortunate race with their
I would like to see a "get your $#$@! cursed ships out of my space!" diplomacy option. Also, a "surrender or die" option might be good.
As a beginner myself, having trouble with the start, I can't offer much advice. I can suggest what NOT to do. In my rush to colonize, I built about 10 colony ships quickly and was quite proud for a few turns of having so many planets. That feeling was short-lived as I was broke, losing money every turn and had a population of .1B on Earth. Good way to cripple an economy.
I bought GalCiv1 based on the good reviews and my love of space strategy and was sorely dissapointed. Having fond memories of MoO2, I found GalCiv1 just didn't measure up to the older game. I picked up GalCiv2 for similar reasons and am happy to say that MoO2 finally has a successor. I love GalCiv2, especially the ship building, which is just awesome. I actually spend nearly as much time in the ship-builder as the rest of the game. Short answer- play GalCiv2, its much better.
All my victories so far have been alliance victories. 1 simple, 2 normal and 1 challenging. I would max out my trade routes and and constantly give/trade/sell techs. Ally with a couple civs and enlist their help in taking down whoever is the current "galactic bully". Really, culture and military played larger roles in the win. When you crush all enemies and are left with two allies, you get the alliance victory.
The arguements above make a lot of sense, and obviously have been well researched but I have had some situations that seem to contradict them. 1) My enemy was building vast numbers of fighters with only mass-driver type weapons. Crazy powerfull but no defence. In the frantic arms race that followed, my strat was to put as much armour as possible on the largest ship possible. A battle would usually be a couple of my bigger ships vs a horde of small deadly fighter that usually could not
Great thread for beginners like myself, answered many questions on my mind. Re:Ship designs I always design my own ships now. Every time I get a new ship tech, I make a new design and save it with a descriptive name. ei - Fighter-LII-SIII-Ion indicates fighter with lvl 2 lasers, lvl 3 sheilds and Ion drive. This may seem complex but when you are constantly designing new ships, it really helps identify what various designs are. The old design becomes obsolete unles
Greetings Everyone! I have been playing GC2 for a week now and have a few observations regarding morale and economy. Since I started playing with the 1.31 patch, I can't comment on any nerfing that was done, but I can say that morale has been a key component of my victories. By building a couple morale buildings on each planet, or 4 in a system shared with enemies, I can convert a few planets the computer was able to colonize before me. This helps hold off the enemies which seem to be v