Note to self: Next time you have two or more approval squares, use one f or entertainment the other for a galactic morale booster to see if it double the morale booster. Don't think so. Doesn't work for technological capitals and isn't intended to AFAIK.
e-stab
In another words Brad you want us to get gamers hopelessly addicted to civ games like we are. I couldn't do that to my friends. Trade good: GalCiv II Production, Research & Pop. Growth -25% (...must...play...one...more...turn...) Morale +100% only available to evil race
Whoa... yall are lookin into this thing a little too deep. My thoughts exactly.
I've had some weird things with Beta "upgrades" too. The last one was a multimedia upgrade in 3 seconds from some low version number all the way up to 1.0.039 - with no visible change. Fortunately I never had stability issues. I think I'll delete everything related to GalCiv II before installing the final version, won't take the risk.
It's a matter of food production. You can see the current food production (in mt/wk) for each planet in the planet screens. 1 mt/wk is enough to sustain 1b people - that's it! Edit: I just realize that your question has already been answered in one of the other entitites of this thread. Well, never mind.
Looks awesome! How about putting the gold version up prematurely "by mistake"? No? Hmmm... *thinks about looking for server hacks on obscure websites - no, too dangerous* *tries different passwords for Brads account: "coffee"? - No, "debbie"? - No, "impert
What Franco wrote corresponds to my own experiences with Beta 5 and seems like a good summary to me. You have to be more careful with population size compared to GalCiv I, which is a good thing. I partly second the concerns about the civilization capitals written in a different thread though, they allow much more population than they can sustain (in terms of morale/approval). Bu
whet my appetite before the game comes out! I understand the feeling. Playing the Beta is nice, but probably a mere joke against the release version. I can hardly wait for it as well!
I think that Grahamofboro meant *after* the city had been taken. Okay, I didn't understand it that way. GalCiv is simplistic in these issues, that's right. I don't like the system of Civ4 too much, on the other hand. Years and years of total rebellion in a captured city? Seems a bit overdone to me.
Personally I don't miss mines a second. I can't remember a single strategy game where I really liked to use them. Usually it's lot of micromanagement for little effect. And I agree with the above posters who said that mines are below the scope of the simulation of GalCiv. They are a part of the planetary defense systems you can build.
Well the developers say it's more like civ in space rather than a tactics based game so I think the planetary populations structure/invasion system should be more in depth and complex. Since when is the taking of cities complex in Civ games? You attack the stack in the city with a stack outside the city - t
Your own experience will be the best guide once you start playing the game. The game is complex, but you don't need to know everything at the start. Start on the lower difficulty levels and you should be fine. I've heard some tutorials will be included, they should take care of the most important things. Other than that, ask your questions once they come up, they'll be answered. Don't count on anyone writing a full-blown guide within the first few days
If I remember correctly, there is a maximum of 31 modules than can be installed on a starbase in GC2. I think that the maximal number is more a theoretical limit once you have researched all techs. I don't think you will ever run "out of space" having more modules to install than allowed. The maximum is eve
For the upgrade, I just have to choose mining upgrade if I want a better bonus output? Yes, works for all kinds of resources.
I thought that all the firepower and defense modules were cummlative I'm pretty sure they are.
As soon as I've got the time, I usually research all the sensor techs and then build something with sensors only.
1, 4 and 5 are right, I think. 2: One exception: your rule only applies when all ships had full hit points before combat. 3: The targets in combat are determined by their attack value, current strength and defense value, I think. So adding functional modules like weapons to the ship can affect this chance, purely graphical things won't. 6: I think it's possible to know a race that nobody else knows, but this
You should take a look at the available demo of GalCiv I, this might tell you more than a thousand fanboy words. But be aware that GalCiv II will be (even) a lot better than part I from what I've experienced in the beta.
I have one small suggestion for the techs shown in the diplomacy dialogues: I think only the techs which you have the prerequisites for (and vice versa for your trading partner) should be shown on the list, in order to prevent trading of techs without the right prerequisites. The list would have to be updated though when a tech is moved in the "to give" box (in order to show techs with this prerequisite as well) - just a thought.
I think the whole "decommission build" thing is a bit artificial. I'd prefer a small "x" or something similar to destroy a building. Oh, and by the way, I think you should be allowed to relocate super projects like your manufacturing capital. It's not possible to destroy them at the moment (well, in Beta 5) and even less possible to rebuild them (they are even lost forever when cancelled during the build, but this has been reported already).</font
Venus is a very hot planet with up to 500C - mostly because of more than 95% CO2 in the atmosphere.
While Terror Stars were fun every once in a while in GalCiv I, I think they were unbalanced and the AI didn't cope with them too well. Being able to blow up small civs in one round because they didn't see it coming isn't much fun in the long run. And everybody else didn't even seem to care when you blew up whole star systems.
For my taste as well, there's just a little too much on the map in Civ4.
It's just that for me, computer AI is the whole point. The rest of the game is just an eye-candy wrapper for it. That's the spirit! We'll sue you then when the game gets too hard... </font
Most of the military strategies can be applied similarly to the other AIs, I guess.