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
tetleytea
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
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.
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.
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
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
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.
I'm one of those who gave up on Metaverse and moved on.
I like Medium maps on all Abundant settings. Let those Economy starbases rake it in!
When you go in for Lasik surgery and you ask the eye doctor if he's researched Laser IV yet.
When you think all your problems in life are going to be fixed in the next patch.
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.
Factories all the way. The best way to get more research is to colonize more planets.
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.
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.
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
Better. They had to nerf military starbases in beta 4.
Is it a class 10 world? Unless it's a small map, I wouldn' t put a manufacturing capital there at all.
First thing I would do: lower your tax bracket to 49%. Big morale difference between 49% and 50%.
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.
I like the Jupiter calendar a lot. What am I, 3 years old now?
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
You can carry 3 billion people on a single ship. What else do you want?
If they really want to make the game Masochistic, they really ought to switch out the musical background to continuous non-stop country music. That would be masochistic.
I like small/medium galaxies with everything set to abundant. It maximizes the use of Economy Starbases, takes life support out of the picture, and I don't spend forever waiting for ship X to go from point A to point B.