You give me an interesting idea with the "realism" piece about supplying the upgrades... Perhaps you could have "constructor routes" like you have trade-routes, where a mini-constructor moved between some port world and your starbase, continually making runs to keep it supplied. Then all kinds of cool strats could be executed: you could try starving the starbase by killing the mini-constructors and denying the base food / material
Mordachai
I too feel that the constructors are a mixed blessing. They're a great idea - I love that starbases can be critical in expanding your range, in making an influence cuturally in some far flung place on the map, acting as a resource for your military, etc... The downside is the way that SBs and constructors are implemented. (I felt the same way in GalCiv I, btw). Fundamentally, they're a chore. Its absolutely amazing to
In my current game, I've nearly maxed out the missles tech - Photonic II or something - and unforutnately they travel so slowly that when they "impact & explode" their target has long moved on... so they're "impacting" on empty space... looks really goofy. Ah well, its a great game, and this part of it is definitely not the most important : D
Hilarious! I'm ready to order : D
It would be nice if when you right-click on a tech, it would show you where it is in the tech tree (what's before, behind, etc., with links, plus a link to diagram, etc., as in civ 4. The one place I constantly want to know where a tech falls on the tree is when trying to trade tech with AIs. I want to give them a tech that is next in line for them, not one that is two or three steps ahead! Its a waste to give them the better techs, as the
I agree! MoM has for me remained on my "All-Time Best Games List". Its hard to describe why it worked so well - certainly the underlying theme of building up your amazing spell repetoir was a big factor, but in general everything about that game just fit together like a good pair of well used gloves. I haven't played it for many years, and I'm sure it would seem quaint by today's standards, but there was something archetypal abou
Ah... that makes sense.
Hmmm.... what happened to all of the responses that I and others made earlier to this post?!
I assume you mean "Possible, given the current social builds that have already been completed on it, taking into account all planetary & national bonuses"? I'd like that feature, sure! I'd also like to have a way to see which planets are "focused" on some task - such as Social dev or Military, in either the Governors screen of planets, or in the planets list (an icon, or star next to the numbers under social, or military, to dema
Sweet! Its cool to see other's strats - deepns my game and gives me new perspectives on how to play
I'm surprised that folks need entertainment on something with so little pop? I generally only need entertainment if I'm going to exceed 5B pop. And (as has been stated), a PQ 4 has a max of ~2.5k pop, so not nearly enough to drive down the morale...
I very much appreciated the somewhat simplistic (and buggy), yet fun, interface in "Birth of the Federation". Basically, you had the same sort of "watch the action" as you do in GC2. However, the scaling was better (star bases were truly mamoth compared to ships), and you had turns in that interface in which you could assign your ships one of a number of "tactics" - something like being the coach of a football team - there was a straight fo
Hmm... I've noticed some similar serious issues with the shipbuilder. I had not connected that it happens only with upgrades, because I only do upgrades (otherwise who wants to spend time adding all of the "extras" to make it look cool - it takes way too long to do that over & over). What I've observed is that I'll see a component in the components list that claims to need say 10 spaces. When I then drag it to a hard mount, my overall size
Basically what seems to be happening is that the starship designer is throwing out duplicate names when it shows you the list of ships you can upgrade or otherwise manage (delete, obsoleete, etc.), whereas the build list from both the planet screen and from the main interface when highlighting a planet includes duplicate names. So, I run into this situation constantly. In each game I start, I tend to upgrade the Colony Ship to a Colony Ship
Personally, I like the fact that in GC2 you can trade tech in a fairly resonable manner with the AIs. In too many games, that feature is turned off just because some folks want it to be tougher - bully for them, and certainly I'd have that as an option. But in my experience, the AI is a fairly good bargainer, not a push-over at all. One might make it slightly more selective about what its willing to trade, or at what prices, but in general
And I'd add that if you do choose to use farms, make sure to NOT put them on the bonus tiles! Its very hard to keep even 11B peeps happy, let alone 17-25B! Its doable, if you just want a mega-tax planet with 50% or more virtual reality centers, but IMO that real-estate is better spent on labs or factories (settling on 1 farm if PQ >= 12, or maybe 2 farms if PQ >= 20). In the end, the people generate taxes & troops, but cost a lot ot keep
On this subject - can anyone tell me what in the blazes the (#.##) means? It does appear to be bad, the bigger it grows, but what is the meaning? As to radius / amplification, in all of the games i've played, I've used them stand-alone - not near anything else - and they've clearly generated their own influence centered on their location (even deep in enemy territory). You don't always see the area become your color on the mini-m
Yeah, seems like a 'psuedo-bug' - if the text said "set speed at exactly 5", then it would make sense, but it claims that the resolution sets the minimum speed to 5 (in order to outrun those pesky pirates / warships). So either fix the text, or fix the speed to allow full speed but disallow Even if only fixing the text, then fix the "exploit" of running at full speed the first turn. Why would try move 46 and then drop to 9?
Hmmm... could be. Its just odd to see the Terrans build that Manufacturing Capital every two turns or so, when their empire is crumbling around them... But I don't have a better theory... Maybe they're rush-building one (their only allowed one), then the Drengin take that world, then they again build one on a different world (since they don't have one anymore?), ... repeat But does the game allow you to build a given _
: D Thanks for the feedback. Yeah, there are so many different factors to consider, so its hard to even talk about strats unless I include the game setup... I like games on the big maps, either Huge or Gigantic, and I tend to play with uncommon stars and uncommon planets but abundant habitable ones (so fewer stars, with only a few planets, but with the majority of those being habitable). I like the opportunities for "key systems
Ok, ok, I'm at a loss! I can kick serious ass on Challenging, but every game I start at Tough I get my ass handed to me! Although I win the Challenging ones, I can only do so if I'm left alone long enough to build up - my start of game strat must suck !#@$. So I'm looking for any whiz-band starting strategies from you geniuses out there! To be clear, I've tried these two basic strats, generally to no avail (again, I ca
Just to clarify, I was able to see, in multiple games, on planets I conquored or one ones that I could spy on, that in each case there were in fact multiple builds of the same Capital building, although to be fair I don't recall ever seeing the *same* capital type building twice on the same world - just in the same empire. But this happens often, not infrequently. Like every game I"ve played since beta 13 (I've only been playing since beta
Disclaimer: most of these have been posted before - but I want to add my humble few and emphasize the ones that resonate with me: A) Center on things when you ask me about them! Various dialogs, such as picking the upgrade to a starbase, fails to center on the underlying starbase before querying which module to upgrade. This makes it well-nigh impossible to choose, since the choice depends upon the location (I need defense stuff for border
Along similar lines to you Funk, I am winning cultural victories easily with those settings (Gigantic, sparse, Challenging)... In fact, I'm having trouble with finding a balance in this game... What I really want is to have massive fleet battles between more or less equally matched superpowers (more than two), so that I'm having to use some military strategy to win, not just out-teching and out-influencing them to death. <br/
What?! Is your opening move? How the !@#$ do you keep alive on Massochistic?