I like to play on abundant beacause I think all the planets in a galciv galaxy are just the habitable planets. Plus it takes away the effect of much of the AI's colinisation cheating.
Cliffracer Slayer
The difference is the Drengin AI likes to throw it's muscle around and attack weaker civs and get's on very badly with civs that aren't evil. Altarians attack weak evil and nuetral civs without mercy but will not usually attack good civs however weak they are. Once a good random minor popped up and the altarians didn't attack it but they quickly did away with any nongood minors.
Question is when would you get admirals, at random would you always have a certain number ie as soon as an admiral dies a new one is promoted. Did you just say betraying his fleet? Does that mean loosing the battle or defecting to your enemy.
How about an exanded U.P in which civs can submit issues to the U.P.
They could still make the GalCiv II editor good though. I live in hope :)
Why's the map editor so second rate? You can only place the colony ship, the transport, the battle axe, battle cruiser, battleship and excalibur, not the entire range of ships available to a civilization during a game. You can't edit the improvements on a planet. You cannot place starbases or constructers with which to build them. You cannot place minor races. Finally you can't edit the ships themselves ie their experiance level or damage points. Nor can you place ships
I think it should happen to misrable evil civs not randomly.
I'm back after my very long absence. You lot are doing a good job keeping this post going. On your 2D-3D argument, I'd imagine 3D strategic planning would give people a headache. On the earlier battleships and fighters note, it does make sense that to begin with you wouldn't be able to produce huge ships beacause the civs are only starting to experiment with militery craft and hence wouldn't have created the industrial militery infrastructure yet. I'd like to see the colony
Espionage I agree with the point on spying needing to be improved. Maybe you could actually look into alien-controlled planets and see what they're doing at the moment if you'd spied on them for long enough. Counter Espionage A civ can spend money on counter-espionage. Counter espionage allows you to reduce the effect of enemy espionage. If an enemy is destabalizing you though, it's possible that their efforts are discovered, this hurts relations with that civilization, but
Gunner 243's idea. The idea of the different leaders and controlling different leaders over time was influenced by Europa II. On the elections thing, how exactly is a system by which your party stays in charge even if totally flattened in an election a democracy?
On Newfy scotian's ideas Since I'd like to see cultural annexation done away with and replaced with an expanded U.P. So if you can't get that planet, you just make the other civ pay through the nose to keep it in the U.P, or demand to access it's research facilities, all my bludgeoning the U.P with you're influence. Threatening AIs that are in your sector, good idea. Minors should be able to build starbases in their own sectors. This is more for militery and economic reasons t
More groups didn't have time to put them in yesterday Dread Disciples That such an orginisation exists is alarming. All black claw were once citizens of good civilizations and their motto is "There is no good and evil, why fight what makes you strong". Cruelty and strength is their religion and they are thus the opposite of the fundermentalists. Their society is split into two kinds, the slaves and the disciples. Those that did not embrace their dogma when the orginization was
I've thought of some rebel factions for Galciv 2. I've added their allignment and personality. The I leugue The I leugue is a coalition of rebel worlds that believe that each and every planet should be left to govern itself without interferance. Ironicly the I leugue does just that, just more inderectly than the major civilizations. Alignment-nuetral Peaceful The fundermentalists The fundies were once part of an evil civ but broke away and formed a radical ne
Trouble is that's what starbases are
The dissidents should go away eventually, assuming that morale is kept high, though they come back extremely quickly on an alien planet should it fall into unrest. I just don't think you should be able to use "culture" to convert alien planets to your civilization. Cultural assimilation of an alien planet would be effectivly impossible given the differences. It just wouldn't happen. Maybe it should be easier to destabalise dominated planets though. Instead sector influence
I think that cultural assimilation should be done away with. I frankly hate it.
Why can't I still not place all the ships?
I'd like to see a much more advanced political proccess for Galciv 3. Disloyalty While a low morale initially means the general grumbling of a dissatisfied populace that looses elections and little else, disloyalty is far more serious. Disloyalty represents hatred of the civ under which they live. If a planet is in unrest disloyalty builds and builds unless something is done about the unrest quickly. Also when alien planets are conquered the loyalty of the conquered ci
On Evil Steves's posts 1.Like that idea, how about actually allowing U.P proposals to be submited by civs. 2.More about it on the Galciv politics post below. 3.I wouldn't like to see alignment techs traded freely again and as for the latter well you can't have to much of a good thing. 4.I like the first half but as for the second, I can't see why a opposing civs trading would hurt alignment, A good government and people may think that through trade the evil civ could be brou
On lord evil steves ideas..... 1. Agree with the idea of an expanded U.P. Civs should be able to decide the agenda of a meeting beforehand by submitting proposals directly to the U.P (If none are submitted then agenda is chosen at random as it is currently). 2.I like the idea and will submit more about it in the below post on galciv 2 politics. 3. I think the trading of alignment specific techs has been dealt with already. As for more alignment techs, well you can't have too much
I don't think the battleship would have much choice. The battleship can only face one direction at once so if it was blazing away at the enemy battleship and turned the fighters would scatter leaving the enemy battleship to pound it to scrap unnoposed. Battleships simply aren't mobile enough to effectivly fight both kinds of ship at once. If their were no battleships to threaten them they could blaze at the fighters with impunity. In the scenario Strek mentioned the battleship woul
I've decided how the ship to ship fighting system should work. Basicly ships fire first at ships of their own size ie fighters fire at fighters, battleships fire at battleship and cruisers fire at cruisers and then at the ships closest to them in size. Here's the formula Fighters If there are no fighters the fighters fire at cruisers. If their are no cruisers they fire at battleships. Cruisers If there are no cruisers then the cruisers fire at fighters and
I agree with Exar Kuuns ideas completely
I don't really want to see star fighter carriers, if you think about it their entirely unnecessery in space. The fighters are small versions of the larger ships, not attack craft based from them. How about a refueling post, a cheap starbase that can't be improved but extends starship range. They are also defenseless against attack craft so need to be guarded by other ships. I forgot one kind of ship type that needs to exist, orbital defenses. Static Orbital defenses