And there is a difference between trade goods and a super project, correct? A trade good you can lose, and buy and trade etc. but a super project, after you build it, is always yours? Yes, a trade good can be sold to other players, but a Super Project... it can be conquered certainly, and I suspect that the super project changes hands depending on the ownership. As such, it doesn't change much if you conquer the trade good... only that you have
Minor Race
I know I haven't done anything on this for half a year almost, but I am working on the next section. Due to a series of complicated events, I never posted the one after this.
I have an idea for lunar usage. Forget about colonizing them, but what about having the option (in the planet menu) to build 'Lunar outposts' that increase the benefit of a moon? Like a research base or a production base.
Hmm. Even one scenario, though... it will get modders interested. They will start making more space mods, maybe. But I agree that it won't be as good as a game that is a space strategy game (ahem, this one). But I am looking forward to Beyond the Sword and Final Frontier. As a player of both games (Civ and GalCiv) I really don't care whether one copies the other. Those who play both will probably look at it that way. But those who play one or the other won't.
Well. 1. Minor Race to Major Race. I think others may have brought this up, but this is a really good suggestion. Right now, minor races are absolutely terrible. The planet said minor race controls becomes their capital and ships can leave from it. Then, all planets in the surrounding sectors should have a chance of cultural defection to the new major race. This would make games more exciting because since minor races don't have influence borders, players usually build around the minor
Wait... are there twelve major races now? Why the Vulcans and Andorians?
Well, they follow the 'Destroy all non-Good faction' Good philosophy, the purification philosophy, whatever you want to call it.
Curious about one thing on the mod. Anything going to happen with the Campaign? That is, will there be one? Or is it just going to be a bunch of scenarios? In addition to this, I had an idea. Will we ever see 'correct' weapons, instead of the generic, Laser, Plasma, Phasor, Disruptor, ect? If that happens, I came up with an idea to replace Doom Ray. Bioelectric Weapons, the weapon used by 8472. Just a thought.
Yes, but the Star Trek Mod has ten replaced races, not just one.
The Thalans are from another time- an alternative universe that is visited in GC3. The Krynn are from another galaxy. At least, that is what I heard.
I love the Jagged Knife event. They are easy pickings, especially in one game I played. I was an aggresive, influential, pure good empire. My enemies (evil civs) were crumbling. Then, the Jagged Knife appeared, capturing a bunch of my conquered worlds. Now, I had been building up starships for battle for a while now, but I suffered from the problem that I didn't have enough Transports. So literally half of my worlds were building invasion ships, and the rest were on warships and constr
In mission 2, you have to conquer the Terrans. Apparently, you killed the Thalans as well if you destroyed all enemies. Destroying just the Terran rebels will bring the mission to a close. You are not supposed to attack the Thalan outpost world. I use them as a source of revenue.
I hate the Drath. They're one of my least favorite races. But I still like Super Manipulator. My favorite race is the Thalans.
True. But usually I trade the colonization techs later in the game when the galaxy is totally claimed.
good news! there is a dread lord one. Both Mega-Events appeared in my gigantic galaxy map. One half of the map is now owned by the dread lords, and the pirates are eating up all the ships that dare leave the orbit of their planets Not really. If you are fast, all you have to do is rush a transport, warp it out to the location of Amalda, and conquer it. And if you don't, the AI will do it for you. Many people have complained that the Dread Lords start wi
Hmm. You could change the name of the Terran Alliance homeworld if you want. So Governor Mitchell is now Prime Minister. How many planets do you have?
United Planets is one of the worse features of GalCiv II currently... You're making sense, but the thing I wanted to know was would the 'federation of planets' make decisions like the UN?
It's been explained that the Resources are left over from the Precursors. I happen to like the idea of them. I like the anomalies too, they were left from the Precursors. I think I read a post somewhere that the galaxy is littered with devices and resources left over from Precursor time. So it makes total sense, in my mind, to have resources and anomalies. In the manual, it explains what each resource is. The 'something' is a fluid that makes people live longer, as a result, it increas
Okay. But what about if you conquered it culturally? The Drengin would still be living on Drengi.
How is that better then regular espionage?
Really like this AAR. I never end up putting all of this detail into my writings. Maybe you'll activate one of those Precursor things on Mars... and get a better planet out of it, too. I've seen that happen a lot.
Yes, I had a similar issue. When I first got the fighter, I moved back to my territory and told it to go to a world in my empire. Nothing worked. It should have easily moved around the asteroids, but it didn't. It must be a bug.
It's a good idea, and I'm suprised no one has thought of it sooner. I like the away team idea. Whenever a Colony Ship lands on a planet, they scout the planet, right? How? With an Away Team. That sounds a lot like the Planetary Colonization ethical decisions, except that those are only a one-shot deal. A starship equipped with the 'Away Team module' could be able to produce Away Teams. The time it took to do this would depend on the module. Similar to how weapons get smaller
I honestly dont see the big deal with the drath supermanipulator ability. Wars are easy to engineer...any race can do so at will. Build diplo trans, and its that much cheaper Cheaper? I usually buy the Diplomatic Translators unless it will be built quickly. That's not cheap, and if I let it be built, it takes up valuable build time. And the engineering of war is not easy as you say. Super Manipulator can get a race that hates you and has a terrible military t
Yes, I agree. Do they even behave like pirates? That is, staying away from ships under the control of major powers and going for starbases, freighters, miners, and constructors? Want my opinion? Replace the pirates with the Dread Lords. That is, change the name 'pirates' to 'Dread Lords', and make the pirate ships look like Dread Lord ships. Then, give them the planet Amalda, and let them keep their fleet. That would really bring 'woe to all' like it says. Then, they should ma