inister/Pope/Shogun/Dictator for Life) lip service, after all.
Lord_StarPilot
to deploy wherever you need it. Something to amuse yourselves with.
t worth losing the advantage of being Good in GC.
ption of the HQ... (in Civ, that's 0).
tisifaction of a thankless job well done.
m Y over old item X to do so, right then. (There might be a mechanism to do that in GC1, but if so, I overlooked it).
terms) buys you. Your starting strategy is still "set" by what you choose at the start/set-up.
Last we heard, yes. But until we get the code in our grubby little hands, we will just have to wait and see, won't we?
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of GC1. Is that changing between v1 and v2?
Great news!
h. You'll still go as fast as you can, but now researching and social building are as important as making colony ships. Just a thought...
Personal Score Table! Hurray!
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at significantly in a short term without losing power/strength). Eh. Something for people to laugh at.
Great suggestions, Solitair!
re tracking food and housing, there is going to be maximum growth rate. So worlds with extra food should ship it out to the other hungry worlds. It's their domestic export goods, after all. Something for Star Dock to consider.
Remember, players find the tech tree irritating now! Why? Because they have to "waste time" towards getting what they want (getting the pre-reqs). The more difficult that becomes, the less fun players will have with GalCiv2.
t feature, the mega major blight on an otherwise great game and community. I think the community would be far better off without it.
an get with current techs of that AI.
comes close to the IFP sort of thing (but no forced "out of time" to it).
out "when you will get "Anti-Matter Missiles". Something to remember.
h fun games.
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