Why should you get GC2 if you like GC1? Because GC2 has more of the features in it that everyone wanted in GC1! You know, build your own ships, play as other races, individualized worlds that can be focused to do just what you want it to do, yadda yadda blah. Honestly, its going to be a better galaxy conquest game. At least, it looks like it will be, once Star Dock gets it
Lord_StarPilot
It's not planned in the r-p-s. It's planned to provide variety... You and the Drengin start as close neighbors. You are the humans, with the starting weapon tech Mass Driver 1 (MD1) and defense tech Armor 1 (A1). The Drengin start with weapon tech Missile 1 (M1) and defense tech Point Defense 1 (PD1). It's not long before your two empires are engaged in battle with each other, because the only usable worlds in reach of your little corner of the map is between your two home worlds. Soon,
Soon, my friends. Soon.
CariElf, The computer is better at math. But it is still just an expert system code base. It isn't a learning system, so that means that it will always play the same way, given the same inputs. What's the most common inputs in a 4x game? Empire building. The AI will never be able to out build a human, because it will never be able to change its strategy on the fly, and flip from being a "bribe/flatter with gifts until I get SuperTech X" to "Focused build up
Looking good!
Not really. A turn is a turn, whether you call it 1000 years per turn or 1 day per turn. What will make the game longer or shorter, in number of turns played, will be determined by the final play balance and the AI. Right now, it is my ignorant, beta playing opinion, that we will end with a game that is slightly longer in number of turns to end game (as compared to GC1), but that is due to the start taking longer in GC2. However, it does seem that once you are well established in the ga
GC is one turn = one week.
You want to be able to mark up your starmap? IE, "name landmarks"? SMAC has that feature. It could be very handy. I understand some people are using Rally Points for that purpose in GC1. Such clever people! I found in GC1, that it really wasn't an issue for long. Due to having to pop off a gazillion colony ships for morale purposes. I use those to push back the fog of war and "monitor" star bases and resources. Before scouts had a maintenance cost added to t
Well, starbases weren't "persistant". They could have been destroyed. And, they weren't completely non-mobile. I don't know how the code treated things, but starbases could be upgraded to terror stars. So there is a plausible reason why they didn't remain "known" after first being found.
WOW! Society sounds fantastic! Will TNG members be considered "Premium" members automatically?
Hurray! Go Cari go! Looking forward to the next beta!
In Beta 1, it seems to be a seperate tech, rather then the automatic refining (such as MoO uses). Of course, Beta1 is very early, so perhaps it is just a place holder?
I really would like the option to rename planets of unowned or alien owned worlds. why? Post it notes. Some people would use them for notes to themselves. For both Unowned and Alien worlds.
The only thing I ask is that there be consistant explanations for the rules, and the changes in rules, in the game. (I tend to spot, and latch onto, convoluted inconsistancies of reasoning and that tends to detract from my enjoyment.) I would have never guessed.
Actually, it would be easy to do "one shot" weapons. SMAC allowed for the creation of custom cruise and ICBM missiles. That worked fine for the player. The AI used pre-designed units, so that was never an issue for the AI. For GC, imagine that a pre-requisite to get "basic missile hull" is a certain level (probably moderate) of computer tech (for the AI nav and targetting systems), a basic weapon tech (to create the up-sized version of the normal missile warheads), and a basic level of
Very true, VagabondNomad!
You already can name the planets in GC2. When you colonize it, set its name to what you want. What seems to be missing, is setting the name on planets you do not own. Although I don't recall trying to rename a planet in GC2 after I've colonized it. Humm. I'll have to try that in my next game.
Lucky Jack, you should presume and not assume . Because when you assume, you make an .... well, you probably know the rest. I'm not concerned with having an actual discussion, including all physics as we currently know or strongly suspect, on how to go FTL. All I'm concerned with here is the game and how and when is it appropriate to allow us
Lucian, we aren't thinking seperate realities. I'm just trying to push your idea to find out how it may be distinct from what we already have. If it's just another set of graphics for Missile and Point Defense (or even the other basic weaponry divs), I don't think Star Dock will give it to us. If it's something unique, we have a much better chance of getting it, if that uniqueness enhances the gameplay tactics or strategy. Ranged combat is an example of giving a uniq
While the exact system or systems that GalCiv uses for FTL is not clearly stated, we can gather clues from the back story, from the game physics, and from the given improvements in FTL travel that become available during the game. From these clues, I believe that what GalCiv uses is most likely a system where a sphere of alternative space is created around a "package" (the ship or barge being sent through a star gate or using its FTL drive). It's this sphere volume that allows "normal"
Evil actually sucks in GalCiv. The reason is that they don't get the long term benies that Good get. What's evil get? A +5% to starship construction? A measley +55 BC? What's good get? Higher relations with alien civs which means preferential trading (the only way to make money and afford your guns in GC1). Evil only gets a couple of actual decent bennies from choosing evil. And even then, that's a random bonus and rarely amounts to much. What's a +3% PQ bon
There will be plenty of screenshots after E3. We will just have to wait.
So the Yor didn't rebel. They just got left behind and evolved on their own? Cool!
But the fightercraft is still smaller than the scout craft. Lighter, weaker weapons? Yes. But it can still dodge weapons fire far more easily than a scout craft, due to the combination of its small size and fast speed. I factor that into it, in part. A fighter might not be able to take a hit, but it doesn't need to -- it's small and manueverable enough to dodge most fire f
Lucky Jack... Let's consider: 1) Humans came up with a *breakthrough*. Note that. What is that breaktrhough? Probably how to put the hyperfold generator inside it's own folded space *safely*. This is just a guess of mine, but it seems to be what the other races hadn't been able to do, or were not crazy enough to try because it was so dangerous. Being able to put the projector inside the ship would allow: * reduction of power to create the hyperfold. * allows for a m