Who's contact? The Drengin had enslaved the Torians before the humans made contact with anyone. The Iconians created the Yor. I can only think of one event that happened simultaneously for all races. The game should start at 0AH. "After Hyperdrive" Or Post Hyperdrive, or 2AH if you want to count from the time the humans sent the hyperdrive schematics, or whatever. This is probably the same timeframe that you were thinking of, but I think this would be a more precise term for it, given the
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First: Have to totally agree with that. It sounds like we'll be getting closer to this as the game progresses, at least. Second: that might not be a bad idea. Maybe make it so that if we click on the hull or extras item in the scrolling list that only the dots for that component show up, and if we want them all again, not sure, hit the "show/hide dots" button twice? Does that sound like a reasonable mechanic. Third: Odd, I hav
Just as a side note, the larger the bonus/penalty, the more effect it has on your alignment. Also, there were non-colonization events in GC1 but far more rare than colonization events. I don't know if they're in GC2 yet, but I imagine that they will be. Again, keep in mind that the events are a way to determine someone's alignment, not reward/penalize someone for their alignment. If you create a system where the best immediate c
Oh, please, he didn't put it in bold 48 point blinking red text, so either he understated it, or he doesn't feel it as strongly as I do *snicker*. Oh, sure, sometimes I get caught up with an idea that would turn into a micromanagement nightmare, but for the most part, most of my suggestions have been to address eliminating micromanagement, and when they aren't in that direction, I realize that it's something that would appeal only to the control freak
I usually find myself at a point where I'm placing one weapon and two defenses fairly early on in the game, usually starting with 4 attack and 4 defense on a small hull, and those are the first ships I make in any significant quantity, so I don't consider the difficulty in fitting two defenses on a ship a major factor. I also don't bother with tiny hulls, there I think you'd have to be fairly well along in the game before split defenses were feasable. As for splitting my re
We're failing to communicate somewhere. If you want to argue the value of wonders (I find they're useful, but I don't build them on my home world or my best planets, I've got lots of PQ11-14 planets for that, usually), but I was responding specifically to So... the plan is that you will most of the time need to demolish something so that you can put in a wonder?
Aloriel, not sure if you're doing this, but just to make sure, don't look for the sweet spot by starting at 100% and moving down. Two reasons. First is the fact that there can be multiple sweet spots. I'll usually see a time when tax revenue peaks at about 72%, suddenly drops one percentage higher, then gradually increases to the next peak, usually at about 92%, suddenly drops again, then gradually increases to the next peak, usually at 10
Have you installed the multimedia pack? It's a seperate package listed under Galactic Civilizations II.
Don't consider this statement authoritative, but at one time I seem to remember stardock saying that it was "you can only use it on one computer at a time." Install it as many times as you want, just don't have different people playing it at the same time. This is changing for GC2, they've put in activation to limit you to installing it on a certain number of computers, but that number is still greater than 1. I've got it installed on thre
I don't have a strong feel for the good vs evil balance of GC2. My general experience so far has been that unless you take every good or every evil choice, you'll wind up neutral, so as long as you pick and choose which events to go evil on, it shouldn't be a problem at all. I've never been so good that it provided much benefit or so evil that it caused much grief, but that may be because I would rather avoid extreme evil for the time being. <br
They've already taken a step in that direction, Evil Roy, you can see what's terraformable by the next tech as is.
I suspect that it will be at least as easy to build a 6/0/0 ship as a 2/2/2 ship, if not easier. Remember that you're not comparing a single component with three, but any mix of components of the same category to a mix of components of different categories. If you have room for three components and one of those provides a value of 2, then as long as it isn't above average size of those three components, then you can stick three of them in t
S'O.K., I was laughing when I typed that. I wouldn't be surprized if I did have a bit of a reputation, as I'm highly opinionated at times I try to keep it in perspective, but don't always manage.
No, Star Pilot, They said that that's the way it is now with GC2. The goal is that you'd fill up your initial tiles with the basic infrastructure stuff when you first colonize that planet. The governor would auto-terraform while you're off researching, then, when you come back, you'd have new usable tiles that you could plop your wonders down on without having to tear down any existing infrastructure. Basically, they're trying to change aw
Civ3Fanatic, true. In GG1, I had two categories of colonies. 1) planets that I would be creating the core of my military from, and 2) everything else. Planets in group 1 got every production/ship quality improvement available, planets in group two got the cost effective production ones. Group 1 usually consisted of my 6 highest PQ planets. This way, I got a steady stream of high quality combat ships without a too-oppresive maintenance cost. <
Researching multiple things at one time wouldn't make it any faster/more interesting, because instead of one tech in 5 turns, you'd get 5 techs in 25 turns. I never find the early game too boring. Yes, I hit Next Turn repeatedly, but I'm always within a few turns of my next colonizer, tech, improvement, or survey ship scouting another system so I know where to send colonizers. In fact, the early game is often more frantic than the mid game
1) The military slider controls how much of your funding goes towards building ships. All ships, including those colonizers that you need so desperately in the early game. 2) The social slider controls how much of your funding goes towards building improvements on planets. These can be factories to make it so you can build stuff faster, labs to increase your research capacity, market places to increase tax revenue, or many other things. T
Aloriel, you might want to play with your tax sliders more. You'll find that there are sweet spots where increasing your tax rate actually reduces the taxes you collect, probably because more people are working under the table. When I've played around with it I usually I peak at about 72% taxes, with higher tax levels bringing in less money.
And as always, there will be differences in opinion. I usually start off buying two of the first 4 improvements on my homeworld, those being chosen from my first 2 labs or first 2 factories on my homeworld, with the decision based on mood, resources, bonus tiles, etc. I'll often buy all 4 of them if I remember to return to my home world every turn. (how about letting us queue up improvement purc
True. My usual research plan goes something like this: Go after the lower of research or factory branch until I reach Research Academies and Enhanced Factories, then going for Trade Centers (sometimes this happens a bit sooner if I don't have econ resources). I'd probably stop at Research Labs and Advanced Trade markets, but neither of those currently upgrade, so I'd have to tear them down in order to replace them. I do build research imp
All resources are useful. Which ones are most useful depends on your strategy. Sometimes I change my strategy depending on what resources are available. Give me a start with 4 military resources in the immediate area, and I'm much more likely to go for military conquest. Make thouse 4 influence resources, and it will be be hard not to be converting planets faster than I could invade them, so why bother invading?
I was playing a game where I went research crazy (most of them are that way, actually), and I found that if I put too much range on a ship, its range border gets very blocky, to the point of being square in extreme cases.
To the best of my knowledge, only one of the orbital fleet improvements allows you to excede your normal logistics limit in the size of the defending fleet, so if a regular fleet could be used to defend a planet and act as a fleet without one of those improvements, those other improvements would be obsolete. So far, the best reason was put forward by Frogboy. The devs don't want us turtling, they want us playing an active game. I'll admit
I'm not sure that's the case. Sure, you can see a lot more than you would otherwise, but you have to dedicate a ship to it in order to make it at all useful. It doesn't work while the ship is in orbit, so it has to be on the map, exposed in order to function. You could put it in a fleet if you have the logistics for that, but now you're tying up other ships just to keep your AWACS ship safe. Besides, it doesn't do much that the Eyes of the Universe
Ryan, I think that's what he's talking about. The term is localization.