tetleytea

tetleytea

Joined Member # 659431
20 Posts 937 Replies 24,936 Reputation

My opinion on a few things. I'm going to disagree with a few things said here, but please don't take it wrong. It's just differing opinions: - I think it's safe to say everyone agrees the AI needs work (and it's getting it). - I disagree about hazardous planet techs being untradable. That adds a sweet strategic element to the game. - I'd be okay if Alliances could transcend alignments. The rationale I would give is that the alien race may be good/evil, but

29 Replies 12,132 Views

What I was posting was, I just want MORE of that stuff. Planets just need this unique character to each one, & you're never quite sure which strategy is the right one. I'd say just brainstorm every kind of tile type you can think of--it doesn't have to be overpowered to be fun--and throw it in. I'd think ~1/3 of a planet's tiles on average should have something on it, even if it's some crap bonus/penalty you almost never use ("almost" being the operative word). Let the game randomize it a

8 Replies 5,820 Views

A good tip I was given for fighting DL's was to invade their planets (which usually end up being your own planets which the DL's just took and now you have to re-invade), and steal their tech. Then you can steal the high-end weapons techs you need to stand toe-to-toe with them.

9 Replies 8,648 Views

The Warlords series (e.g. Warlords Battlecry, Warlords: Darklords Rising, etc.) was very successful in doing quests, which were basically mini-missions. They were fun indeed, but they added a role-playing element, and I don't think Galciv2 needs a role-playing element added in.

12 Replies 8,868 Views

My thought on Espionage: come on, they're aliens. I'm not exactly worried about alien squirrels infiltrating my civilian population and stealing all my secrets. I don't think espionage should be all that involved, and it definitely shouldn't be spy-based. It should be high-tech based, possibly augmented by researching Sensor IV. That's how you perform espionage: you put a spy probe on that neighboring class-0 planet, not plant E.T. in the Pentagon. I remember the opening episod

23 Replies 12,641 Views

In regards to the different planet types and the tile types disappearing, I think there should be MORE tile types, and a greater frequency of them. I've had enough games with four class-18 planets and not one of them had a special tile on it. Planets need to have their own unique character to them. Give me planets with toxic regions (and not the whole planet), give me a class-4 planet where I can do a Soil Improvement and 5 new tiles pop up. Give me an ethical choice where I choose between

8 Replies 5,820 Views

It seems a reasonable way to balance the custom races is to confer regular Ability Points based on the Super Ability. So if you get Super Spy you get a boatwad of AP, and if you choose spore, well...at least you get to choose your political party. And if you disable super abilities you get the generic AP. That seems like an easier (and cooler) way to do it than trying to balance all the Super Abilities.

17 Replies 12,251 Views

I like the first point of Morale, since that gives you 10%. But the other 2 points I can pass, because they only give you 5%. Population growth, though, kicks butt. Right now I'm going back and forth whether I prefer population growth or +30% economy.

6 Replies 3,910 Views

Now that you mention it, I should be doing more espionage. Money spent on espionage is still more useful than money never spent at all.

19 Replies 8,113 Views

Factories do cost 2 maintenance/turn, so not having one at all is better than having one and not using it. However, if you're converting a factory into a market center, something is wrong with your bulid order. If anything I go the other way around, because as my population grows I need more industrial capacity, not money.

24 Replies 13,692 Views

I concur, factories and a starport. PQ4's make nice troop farms for your transports, since they hit the pop cap anyway. Another trick I do: don't develop them at all. In the initial colonization phase, the low-PQ planets can serve as a buffer, to make the AI will colonize them instead of the high-PQ planets you really want. But if you wind up colonizing them anyway, you can plant a very small population and then trade/gift it to an A

22 Replies 14,619 Views

All I know is that I play Nano Rippers, and they own. I don't care that much about the cost because: a) the cost of a str-6 nano ripper is on par with three str-2 singularity drivers, b) I'm not constantly replacing dead Nano Ripper ships because they don't die, and c) I have far more military production capacity than I have research capacity. It's the research cost that's expensive.

21 Replies 26,408 Views

I am beating Crippling consistently (probably could go higher, but don't want the stress...), and here's a few things I do. This is in the beta 2: I don't worry about specialization too much. The bonus squares pretty much dictate your specializations for you. Economy Capital and Political Capital on the same planet. The high population benefits them both. Plus, the Political Capital gives a morale bonus. This planet tend

7 Replies 5,344 Views