Shadow_Maggot

Shadow_Maggot

Joined Member # 621300
0 Posts 0 Replies 14 Reputation

You start out with 2 trade routes. I seem to get the UP resolution about increasing trade routes by 2 very often so that increases that to 4. Other then that you have to research trade techs. Its not really that bad having only a few trade routes if you trade exclusively with one civ, since then they will usually send majority of their freighters to you giving you extra income. If you still need more trade income put a starbase with +monthly freigter revenue modules in each sector on its path. A

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A suggestion would also be to not allow minor races to build trade goods. In my last game 3 different minor races research 3 different trade goods within about 10 turns. That really pisses you off if you haven't started building of them. ~SDC~

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Ok from my point of view tactical combat is no where near necessary. I still fire up MoO 2 sometimes and I leave the tactical combat off. Hell I don't even design ships anymore when I play it. Thats why GalCiv is a god send. No boring micromanagment. Ships upgrade automaticaly , battles are fast and leave more time for more important things like figuring out how to save yor dying empire from extinction.

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Is there a time limit in this game? I'm new to GC but I'm really hyped up. I play alot of CivIII lately and it really bugs me that the game ends on year 2050. Is there something like this in GC? Or can you play for as long as it takes you to win by the method of your choosing? ~SDC~

1 Replies 181 Views