With regards to the economic system: Have you thought about making social and military production actually carry over to the next project? (Just like it is nicely done for research, not 100% sure for social production, but military productions is definitely not carried over.)
e-stab
Moving a ship onto the tile with the starbase and rally point will allow you to select and remove the rally point. Sounds like a good workaround to me!
Awesome, Brad (and team, of course!). Thanks for all that'll be in the next version! I hope a "randomize alignments" checkbox will join the new setup options in the near future, I found that to be much fun in GC1 (and finally people will see all the nice alternative texts as well! <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif"
Gaah, my machine can't handle a gigantic map with everything set to common, occasional seems to be the most I can do. It slowed down to a crawl in midgame, waiting several minutes for the next turn is no fun at all - I had to abandon it. Even worse: I probably won't have time to play the next three weeks.
Looks good, Brad! I especially like the 14 moves battleship! I won't have time to play in the next three weeks (well, except today ), and I hope to be CRUSHED the first time then! <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 ALIGN="absmid
You can put almost any value for screen resolution in C:\...something...\My Games\GalCiv2\Prefs.ini.
Anyone know how often update happens? Something between a few hours and a week, I think. (should be a few hours usually) About the medals, I see them with this URL: Link ,
If my total score is right, just tell me and I'll shut up. But if it is not, then there's a problem in the system. Hmm, anyone?
Once you have set up a game for the Metaverse and you go to play it, does pressing ctrl-N flag it as a cheat? No. Ctrl-N and Ctrl-S (quicksave) are no cheats. In fact you can press anything as long as GC2
Either you're doing something wrong or you found a bug. You can have as many capital ships in a fleet as you want (and your logistics ability allows).
Is it just me or is the beam of the psionic beam weapon invisible? You have to be of evil alignment to be able to research it. Personally I think that the nano ripper is at least a little overpowered. It is
Capital letters look the same in the game, they're only a bit bigger if you look closely.
I think that there should be an "auto-liftoff" option for built starships just like the one that was there in GalCiv 1. You can simulate it by using a rally point right next to the planet, that's unnecessary micromanagement IMO.
Does + for historic friendship arise from having been at peace with someone for a while Yes.
I think GC2 should double the tiles and/or has a little more bonus. No, there really is no need to build one building of each kind everywhere. E.g. a class 5 planet with four factories gives a nice second tier ship production planet.
One could restrict tech trade to requiring pre-requisites to be traded before higher level techs (no Laser V without Laser IV, for example). One could have techs only 1/2 tradable - trade a tech off someone and its research cost is reduced by 1/2 - you now have blueprints to get your scientists started on the tech!</T
Isn't there a hot key to end turn? Return / Enter key.
Good luck!
Monkey Pants, I like your suggestions 1) and 3), but I don't understand no. 2). Oh, and I think you misunderstood arstal's first suggestion, it's not about a waiting time, it's about a cost (in bc, I guess) for tech transfers.
Building soil enhancements and the like improves the PQ, using the Terraformer wonder (and the neutral alignment special, IIRC) however doesn't - seems to be a bug.
I'm with EnsRegis on this one. I always delete or move all ship designs manually (in the corresponding folder) before starting a new game. Every game is different, I rarely match the requirements for my old designs at the right point of time. By the way, is there a way to get rid of the standard designs? I don't use them anyway.
Clicking on foreign stats, then relation tab. It's empty because I haven't met anyone. But you can just hit ctrl+1 through ctrl+0 and tada you can now trade from turn 1. Is this the reason that by the time I meet another civilization they have tons more techs.. and as I meet more they have already tech trade
I agree that although having a "no tech trade" option in the next version is a nice thing, it doesn't address the issue that tech trading is a very (and I think too) powerful tool the way it is now. The AI is too generous and credulous in my opinion.
It's a known though somewhat mysterious bug. Loading autosaves and the like helps sometimes.
Trade techs with them, that's what they do among each other. Once you get the hang of it, it's almost too easy to be the first technological power (even without research bonuses). The next version will offer an option to disable tech trading for everyone, by the way.