Cliffracer Slayer

Cliffracer Slayer

Joined Member # 798612
0 Posts 0 Replies 370 Reputation

Insightful Really, if another party becomes the ruling party you technically shouldn't be able to be ruler any longer... In any case, your proposal removes the largest reason to watch your empire's approval. You could just tick everyone off, and you'd just get a new party next

38 Replies 40,532 Views

The electoral system of Galciv II and it's system of parties has not changed from Galciv I and it's every bit as lousy as it was then. If you're party gets elected out of power you get the strengths of the new ruling party as you're weaknesses. How strange and unrealistic is that? You should simply trade you're original parties strength for that of the new party, but the abilities that parties give you should be upped, so that they can

38 Replies 40,532 Views

Massacring and enslaving the population should be treated as an evil act. It should earn you loads of evil points. And an alien planet should always be able to declare independance and rejoin it's native civ (or recreate it) if they become unhappy in future, no matter how resigned to occupation they make be at present.

24 Replies 21,631 Views

If the media fell to the rebels, then they could put forward a catalogue of atrocities commited by the goverment onto the airwaves, spread propoganda and all that. All of which is realistic and it does add a level of unpredictability to the game, all of which is going to be interesting. Once a rebellion has reached a certain point, it can be very different to suppress it by playing nice and building nice stuff for the locals. Maybe you could spend money on suppression, which

24 Replies 19,301 Views

Social Diversity-Social Equality Free Market-Central Planning Expansionism-Centralization Wartime Mobilization-Peacetime Demilitrarization Tight Security-Lax Security Open Society-Closed Society Did you copy this out of HoI 2?

29 Replies 31,994 Views

Only one picture is required for each improvement folks and Galciv I ships had to have several static frames per ship, the building are a lot simpler, only one picture required (you don't even need to have a unique picture for the lower window). But there are admittadly more buildings than ships. I say that each civ has it's own seperate but identical files for building seperate from one another, this would make it very easy to MOD. Maybe a few unique buildings

29 Replies 23,412 Views

The problem I've just realised is that it would be that a spaced out planet would never fall to rebels. Therefore I think that every improvement should be linked to every other in a transportation network, so rebels could potentially take tiles on the other side of the planet if there's nothing in the way.

24 Replies 19,301 Views

Oh dear, I've just given Stardock an excuse to do the minimum work possible, okay everyone, we aim to make the game as bland and uninteresting as possible, but highly moddable so it won't matter. Seriously though, I can't see how from the point of veiw of a game company it's that difficult given all the rest of what the must have to do to make computer games.

29 Replies 23,412 Views

The nature of the sattelite/master arrangement should depend on the moral alignment of the civilizations master. Evil- Evil civilization veiw their sattelites as a master/slave arrangement on a galactic scale, in return for bieng allowed to continue exist the evil civilizations demands monthly tribute and exclusive trading rights. The sattelites can only be kept in bondage as long as the evil civilization is considerably stronger than the sattelite,

26 Replies 27,697 Views

Pretty good idea, that way it would be possible to grab control over trade in the galaxy. However I think that a sattelite should be able to trade with it's master's allies as well though.

26 Replies 27,697 Views

We're only talking about static, unmoving sprites here and you only need one sprite per building anyhows. It'd be far easier than even the ship sprites of gal Civ I to implement as in this you only need one picture per building and it's not going to move, fight or anything like that in the same way as ships. For the most part you could use the ships of galactic civ I as a base for the architecture of most races. Functional apparatus should be kept rather similar in most cases, so two buildi

29 Replies 23,412 Views

I'd like to see different architecture for each civ, so basicly the same buildings look different depending on the race that inhabits the world. I don't imagine this would be too difficult to implement, as it's only the appearance of the buildings we're talking about here, not really their function or anything and it would do a lot to give each race more character. Each colony building has a particular appearance which should be distinctive enough to be immediatl

29 Replies 23,412 Views

Yes the initial colony tile is key to controlling the planet and the planet does indeed fall into rebellion as soon as the initial colony tile goes into anarchy. Basicly the initial colony tile always counts as a loyal tile ie it is never unhappy, but can go into unrest as a result of sorrounding anarchy tiles. The instant the initial colony goes into unrest, a revolution occurs. What happens to the planet depends on it's origins and the active galactic movemen

24 Replies 19,301 Views

That;s the funniest post even on this forum Proud Canadia, Binge shopping economics LOL.

103 Replies 79,402 Views

Only good civilizations believe in good and evil and strive to achieve the former. Nuetral civs take the line of Malrin Guller, morality is relative, although the personal veiws of the civs inhabitants. Evil civilizations take the nuetral line too, except while nuetral civs also believe power is relative, they don't. To them power is the ultimate goal and hence it doesn't matter how many suffer or die to achieve it. It doesn't matter what the justification fo

29 Replies 31,994 Views

I don't think that the map of Galciv II leaves enough options for a tactical planetery invasion as described above (plus it would be very time consuming). However the Galciv I model could be built upon greatly. We need a system by which a ground invasion could potentially last for months. There are three types of soldiers in Galciv II. These are drafts, regulars and irregulars. Regulars. Drafts. Drafts are troops that are dr

5 Replies 8,112 Views

Adding parties leaders and portaits would also do a lot to add character to the civilizations. The portraits and names would be carved up into males and females and assigned apropriatly, except for the Yor and civilizations that are either hermaprodite or would never have a female ruler. All major civilizations have portraits, minors don't have portraits and instead have a generic leader character. Galactic movement (Including I leugue) should generate character

22 Replies 17,966 Views

The best system is simply to change player party in line with the election results. Therefore the player is simply jumping into the skin of the victorious candidate and carrying on from there. Kind of like the Europa monarch system. I wish you could have randomly determined party leaders for each party, with random names at least and if possible even portraits too. You'd be able to see emporer of another civilization's names and portrait and with basic espionage

22 Replies 17,966 Views