That's awesome, Tech! Thanks for sharing that.
moltobenny
I wonder if that is actually a *star*, rather than a planet. As the comments mentioned, planets are now put directly on the map, but perhaps there is still the concept of "star systems" (a star, with a few planet/moons in the squares around it.) I dunno. Maybe not. Either way, gimme gimme gimme. [Message Edited]
The "maybe" part is what worries me. Who can I pay off to take the "maybe" off of here? :) http://galciv.com/galciv2/
I'm not really interested in learning how to get the 60K, as I find more joy in sort of figuring out my own strategies and finding my own way. It's just the sheer *volume* of games that my man Technician is uploading, without fail, for months on end, that astonishes me. I mean, he don't even take *weekends* off!
Here it is: "Dude. What is UP, man?!" I don't begrudge anyone their talents for the game, and in fact am highly admiring of anyone who can put in the time and study to excel at anything in life, but this guy is pumping out two or three gigantic/maso victories PER DAY for the past, what... half year or so? What is UP? Other questions are: 1. How long does each one generally take? 2. How does it not get boring doing the same thing over and over and over
I hope and am confident that ship design will not become such an integral part of the game that it slows down the quite brilliant "flow" which the current game design has somehow achieved. Not that I'm thinking of any other particular modern 4X space conquest game specifically here or anything. ;)
As soon as I produce a ship, I name it with a kitten's name. Sure, if Corvette 281 gets blown up, who cares, but when WIDDLE SNOOKUMZ takes one in the face, well, that's a real tug on the heartstrings!
Which one does GC most closely resemble? What are GC's strengths and weaknesses vis a vis these 4X classics? I *played* MOO1 and MOO2, but it's been so long anymore, I don't remember anything but the vaguest details.
I believe "morale" to be a synonym for "population cap". ("Morale +10%" in effect means "you'll get 10% more population without doing anything else"). And I believe PQ simply affects a planet's base morale level.
Yeah. That might be my suggestion for GC2: Have the techs actually allow you to do the things that they say. :)
Can you believe that until reading the above post, I didn't realize you could "diplomacize" with the minor races? Can you believe it? Cuz I sure can't. The answer, though, is: On the game setup screen, there's a toggle button saying "turn minor civs off". Although, maybe this is only in Altarian Prophecy, in which case, I suppose you'll have to purchase AP.
I had seven or eight routes between the same two stars. Every once in a while, one or two of them would go to N/A, with the rest remaining healthy. Since all the minis take the same route, seems unlikely just ONE of them would get blocked.
That leads to another question I had, which I won't bother starting a whole new thread for: Certain things in the manual (and various other documentation) refer to things affecting *star systems*. For example, freighters from good economic "star systems" perform better than those from poorer ones. Now, does this really mean "star system", or does it mean "individual planet"? For instance, if Earth is really rich, and Mars is really poor, but Mars creates a freighter, will it
Hey, if GalCiv was perfect, we'd have nothing to look forward to in GC2. ;)
Happiness is a class FIFTY planet! (I'm new to this, so I probably got WAY too much satisfaction out of this... :) ) http://sonowthen.net/crap/class50.jpg
Apologies if this has been covered in a FAQ somewhere, but I couldn't find it: Does the location of a starbase *within* the sector have any consequences? Stated more directly: Is there any reason to NOT put the starbase right where the constructor starts out, and waste moves putting the starbase somewhere else in the sector?
Yeah! For instance, the Yor are extremely annoying at all times! Who doesn't notice that after their first hour or two of playing? ;)
I'm still at the point in my GalCiv career where I'm constantly astonished how far ahead of me the other civs get, at least in the early game, particularly knowing that they're not "cheating" (at least in the sense of receiving additional resources). But I did read the FAQ (or somewhere) indicating that the AI civs trade more techs than they research. So I was wondering, especially in the early going, how "nice" the civs are to each other... Do they freely hand over techs to anyone wh
Sweet! Every time I log in here, I end up learning some new way to get CASH, and SCREW OVER the bad guys! Galciv.com gets FOUR STARS from me. ;)
That raises an interesting question. In the Diplomacy screen, if you're trading Influence points, does that affect anything else other than the UP vote? Cuz if so, I'm going to start just trading those things away like mad. I don't care what those goofballs vote for. ;)
Is this really possible?! (screenshot) http://sonowthen.net/crap/influence.jpg I mean, look at that starmap! I own the universe! How can two little dinky, sorry, no-account minor civs be ranked ahead of me in influence? They should be BOWING before my influence, and wearing all Terran-brand T-shirts and listening to the funky Terran music! [Message Edited]
I guess I've just never hit a point in a game where I didn't mind just making all the decisions and clicking all the planets "manually" when I wanted to do something. Social build order, particularly, I sort of like to customize for each individual planet, as my plans tend to firm up and then dissolve faster than you can say "poor colony management". :)
Well, here's a kind of goofy story. I originally bought GalCiv before it was even released, as part of the pre-release beta program. To my shame, I never did end up playing it, as real life interfered. To my further shame, I never bothered getting the full release version once IT came out! Never even played the game once! I was sitting around a couple weeks ago with nothing to do, yearning for some kinda computer game to amuse my boredom, when I remembered -- hey, didn't I b