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FuzzyMatrix
> But strictly for the game's purposes, I guess it would need to be extremely simple.
I don't have a clue what this Altarian ship does, but it certainly looks like it has a nice water park on its "tail"
It's nice to know how it's going on, should it be a screenshot with 10 lines of text, and alot better than traditional "we give big sneak peaks" in the months before release.
s a part of what it brings (trade, money, whattever what and how) 3- Unrest / unhappiness or whattever is lower than after pure conquest That's it...
e very sweet.
Puppet regimes are of tremendous importance, espescially when it comes to conquer, colonize, or having an imperialist policy. Maybe something simplistic can be included without trouble (and still give a gross picture). For example, if you instaure a puppet regime on a conquered planet, it will: - Have a lower unrest and/or cultural change possibility than a blatantly conquered city - A part of its production will go to you (metropolis) - A p
st a bit curious)
It seems like some of you would be ready to play three or four games of GalCiv at once on a single computer
use it never was a factor in video games. Now, everyone tests every single wall
Right now... I have the library's computer
Perhaps there could be some minor fee for adaptation. Some fixed cost per unit or such. You do not exactly morph a F14 into a F16 hehe
is coming once in a while... but I never saw developers using bits of such document for whattever reasons. Supreme Ruler 2010 fans are making some wiki-manual, but it's not included within the game and it's the maximum I saw.
ting department) Or a t-shirt in the purchase section
Is it me, or there's no t-shirts in the "Purchase" section? Ok, maybe I wouldn't expect figurines and sheets for now, but if there's demand for Apolyton.net's t-shirts, why not GalCiv?
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GalCiv has a very strong potential for someone willing to use his head and push further. It's like diplomacy, where anyone can use it in daily conversations, but someone more knowledgeable can look at many other things. But most players... don't even see some potential routes I would propose a tutorial that shows the potential, considering that players are not us
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in red" certain areas "illegal for trading". The player could paint in red all areas where freighters should not pass, which could include planets in this same system. So the player still can block certain routes without any big hassle.
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act same path and can use the same techs in the same way, but they are in the same "Marvellous World of Science".
th treaties or diplomacy. A bit as in GC1's "More buildings is better" and freighter cost. PS: One can notice the similarity with my "interior trading" thread. Interinfluence I guess: just trade vessels wandering automatically.
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Organization. Magic key to get something that doesn't repeat itself like a broken reccord. It's also about not losing the good material that sums it up in two lines under 4 tetrabytes of continual one-sentence propositions and answer without any general coherent system that fits in one, single, post. I know a forum that has division between all its thread types (economics, pooilitics, interface...) but it may not be the best. Apolyton also did the "List" t