1. Report that in the bug thread. They shoudl fix that. I hadn't noticed. 3. Sometimes, if you are about to win, the aliens will gang up on you. In my GalCiv I experience, they will especially do that during the long and tedious research victory. To win a research victory, you more or less need to have military superiority as well. However, I'm sure that if they think you'll win a different way they may do the same thing.
Doctor J
I tried a small galaxy with Drengin and Torians on NORMAL and found that to be a good beginner galaxy (for someone wanting an influence win). A good fight is a small galaxy with the Yor and the bug-aliens (sorry, don't remember their name). The bugs won't be too friendly with you (until the Yor are eating your mom) and the Yor will be invading before you can get a decent defence force built. In fact, in my game things are not looking too good for the Humans.
Yes, the flagship makes a great mobile probe. Sometimes if I'm coordinating an invasion I'll group the flagship with my transports so I can see if the enemy is sending reinforcements. If the reenforcements are too much for my invasion fleet, I have more time to get the heck out of there than I would given the sensor range of my typical fighter or corvette class.
The yellow thing was true in Galciv I, but I'm not so sure it applies in the sequel.
I noticed that in the research screen, in the upper right-hand side where the benefits of the tech are listed, that user-designed ships that I made obsolete (or perhaps deleted) are still listed as outcomes of researching the tech. I think my user designed shipsets that have been made obsolete are still in there somewhere.
Good. I'm glad to hear there is at least a reasonable degree of randomness to the AI's strategy. Thanks to all of you for your insight.
Must have poisoned it with Oxygen.
I agree. I think an easy compromise would be to: 1. Make it so a civilization at WAR with you will not show techs for trade. If they want to offer techs for peace, so be it, bu they need not tip thier hand. 2. Make it so only your ALLIES will show you thier weapons techs (the red ones). Generally they won't trade those techs with you anyway. Then it would be reasonable approximation to what would really happen.
It is just you. I play it all willy-nilly.
I'm sure there are as many different answers to your question as there are players. I always spend every starting credit cranking out colony ships. Generally I try to keep my territory pure, but it wouldn't bother me much if an alien took a planet like Mars. I'd just build an embassy or two on a nearby planet until it 'flips'. I would forego a higher class (12-ish) planet for a lesser (10-ish) planet if taking the 12-ish planet left me with an odd border or a logistics/defense issue.
ELARIANS! Oh, yeah. Wouldn't it be great if the Altarans were a matriarchy, like that episode of Star Trek: NG? It would make it that much harder to anhilate them.
I think TRADE unlocks the module you can put on a ship to make a Freighter. You probably need to research some engine tech and maybe some life support tech to unlock the core freighter class. Once you have TRADE, visit your stardock and see if you have access to the module. If so, you can make your own frieghter, even if you don't have good engines or life support. However, the range might not be sufficient to establish a good route. Just a guess. I don't usually research t
Tech prerequisites shouldn't be too much of a problem. The whole tech tree is in the window at the bottom of the screen. I don't think the list of required techs is under each ship unless you've downloaded Friday's patch.
Ah! I didn't think to check if the Drengin didn't start with hyperdrive. Poor suckers.
I've played through sandox mode twice now, both times with a small galaxy (5 X 5 I think) against the Drengin and Torians on Normal mode. I found that the two computer players both did the same thing both times, with a few exceptions. I was wondering if other's who had played this (default) sandbox game had experienced the same thing.... Drengin did not move quickly to grab colonies. Torians did. So did I. The result was the torians and I each had 5 or six planets and the
Maybe he's a Torian with a broken Universal Translator.
Didn't read all the replies, so this might be redundant... Being evil has great bonuses, but if you are evil your only 'friends' will be the Drengin and Yor (and maybe a couple others). They'll only be your 'friends' until you are the next weakest target. Being good gets you solid allies like the Altarans and Torians. The Arcaens generally make good allies if you are a good player, although they can break the alliance as a matter of convenience. I find that pla
Trollin, ain't ya? Enjoy Moo3. I didn't, so I'm glad someone does.
Cultural victories are the easiest. You don't have to nibble away thier planets, which does take forever. You just have to get the vast majority of the influence. When you do, you'll get a message telling you if you can hold onto your influence for 10 turns, you win. Watch your enemies will go after your influence bases, but 10 turns isn't too long to hold out. I haven't found it takes longer than any other victory. There's sort of a point in any game where you know you've got the up
After playing a few games I grew tired of making my ships over again each game, or worse trying to remember what I need to research to get my corvette back in a new game. Here's a simple idea that works, maybe someone else will like it. For each type of ship you use (light fighter, heavy fighter, probe, corvette, cruiser, etc.) make a Mark 0 model that is the hull and bling ONLY. No components. Then, when you play another game you just have to pull up the Mark 0 shell and a
Whoah! I want that bug! Is it repeatable?
For the ships guarding your starbases and planets, form them into fleets. Then when the enemy attacks they have to attack fleets instead of single ships. I'm just guessing, but that sounds like it may be your problem.
Hey that's great! Now crank it up to normal level and give it a go! The skull and crossbones means the planet is in a state of civil unrest. When you see a planet like that it has a chance of defecting to the player with the highest influence in the area, or if you ARE the player with the highest influence, the planet may rebel to form an independent world. If it's your planet you'd better immediately reduce taxes, then build some moral-generating facilities and some influe
I am having soooo much fun with this game. Thx. A couple of small things I've noticed. On the Galciv 2 website (this one) when I come to the homepage it says "Welcome Null". It used to say "Welcome Doctor J" which was nicer. lol Also, when I go to my start menu, and then the Galactic Civilizations 2 sub-menu, the small little icon for running GC2 is the same as the Windows ME trash bin. I know that's a dumb thing to ask to have fixed, but it should sort of be an image thing