I'm a veteran of GalCiv1, and I've recently started playing GalCiv2. While the game so far has been overall an enjoyable challenge, I've noted a few areas which seem horribly broken. Perhaps I'm missing something in each case, and the game is actually "working as intended" - so pleae enlighten me to relieve me from my mounting frustrations. If these issues have been discussed elsewhere in the forums, I overlooked it.
If anyone is looking to try to duplicate my issues, it's worth noting that my play style has been to have my sliders set to concentrate completely on one thing, on any given turn - so either my research, soc production, or mil production will tend to be at 100%. Perhaps that contributed to the issues in some of the cases, or perhaps that just made it more obvious to me than it would have been with a more 'normal' distribution. So with no further preamble:
Government bonuses: They sound great. Unfortunately, as far as I can tell, they don't exist. I note my income and my research, etc., then apply Star Republic. Everything stays at exactly the same level as it was under the default despotic government. Needless to say, I have stopped pursuing this tech branch.
Resources: Similar to governments. The specific example I observed had to do with a research resource. It was along in a game, and I was generating 753 research points. I established a mining starbase - still 753. The following turn, I added another mining component… research still (you guessed it) 753.
The 1.1 social -> military production transfer: This is a feature I look forward to, if/when it actually works. As it is, the production transfer *displayed* correctly, when I was at 100% social production and some of my planets had no current social improvements to build. Unfortunately, a quick glance at the shipyard box revealed that none of the displayed military production was actually being applied to the ship construction, which was estimated to be completed ‘never’.
Lost turn on restart: When I restore a saved game, all production and income become zero for that turn. This is glaringly obvious on the timeline charts for production. Is this a bug, or by design, as some ill-advised attempt to discourage reloads? If my memory serves, the same issue was present in GalCiv1.
All in all, these problems seem so huge and fundamental, that I can’t see how they could have been missed during coding - even for a Beta release. So - please tell me what I’m missing, or give me some specific counterexamples of your own that demonstrate that some or all of these features are in fact working. On the off chance that some of my problems stemmed from upgrading to the latest beta mid-game, I've abandoned the game I had been playing (a huge galaxy that was going to take awhile) and I'm off to start one fresh. Any insight that anyone can offer will be greatly appreciated.