Help a GC addict with some questions!!!

What is it like? How similar is it to SEIV, MOO2 and others?

Hi everyone. Have been a huge GCI fan since it was released and am waiting in Australia for GC2 to be released. I think EB told me that March 7th or something is the release date for Australia.

Anyway, I have read the two reviews on the internet but just wanted to know from the players what the ship design and ship combat is like in GC2. Is it like SEIV and MOO2? I know there isn't tactical combat.

Let me explain further. Although GC1 was one of my favourite games, I was disappointed by the lack of ship design and tactical combat. Now don't get me wrong. I loved the game and despite the lack of ship design, I became an addict very fast. However, with GC2 I have read in many post the the ship design is very addictice.

I was wondering:

1. In GC1, the basic premise for space combat, was the biggest ship (highest attack rating) would win. Is this the same as GC2? Does making different ships with different components really really affect space combat. I know that you can get military resources that increase your weapon and defense...but basically as long as your ship tech was always higher than the other empires, you would mostly likely win a military conflict. In games such as SEIV and to a lesser extent MOO2, you could design ships in smaller hulls that could (via strategy) defeat enemy ships with slightly more advanced ship tech than you. Is this possible for GC2?

2. Are there components to prevent the guided missles from attack ing you? Is it possible to create a ship whose purpose is to simply stop missles from hitting ships?

I hope you guys don't get offended by this post. I just want to know more about ship design and space combat. I'm getting the game either way...so it is unlikely that I would hate the game if you tell me the space combat sucks
7,686 views 4 replies
Reply #1 Top
Another thing I forgot to ask. Does GC2 have "build nothing" or is that replaced by something that adds income back to your system?
Reply #2 Top
Another question: Does the lack of tactical combat make ship combat a bit boring?
Reply #3 Top
1: There are three basic weapons categories, with a few minor deviations.

Mass drivers, Directed Energy weapons, and Missiles.

Likewise, there are three types of defenses, also with a few minor deviations.

Armor, Energy Shields, and ECM.

Its not nearly as in-depth as Moo2 as far as the combat goes, but its a bit more complex than GC1's combat system. Also note that having the "wrong" type of defense is better than having none at all- its just not nearly as good as if you had the proper countermeasure.


2: Aside from ECM technology? No.


No, there is no "build nothing" option- at least not for "social" production. As I understand it, military production is divvied up among the colonies that actually are producing military stuff.


Yes, the lack of tactical combat makes ship combat a bit boring.
Reply #4 Top
1. In GC1, the basic premise for space combat, was the biggest ship (highest attack rating) would win. Is this the same as GC2? Does making different ships with different components really really affect space combat. I know that you can get military resources that increase your weapon and defense...but basically as long as your ship tech was always higher than the other empires, you would mostly likely win a military conflict. In games such as SEIV and to a lesser extent MOO2, you could design ships in smaller hulls that could (via strategy) defeat enemy ships with slightly more advanced ship tech than you. Is this possible for GC2?


*The highest attack in conjunction with defense will usually win (there is a roll system)

*It has major effect. If you are firing lasers at a ship with shields and they are firing back mass drivers and you have shields but no armor you will probably lose if your fire power is close to or just a little more than theirs.

*It is possible to design fighters that can take out cruisers with the right arms and defense techs. Combining small units into fleets also helps.

2. Are there components to prevent the guided missles from attack ing you? Is it possible to create a ship whose purpose is to simply stop missles from hitting ships?


* missile protection comes from the point defense tree and it does include robot ships that intercept the missiles but they are just a defense selection and not a designed ship.

* build nothing is a selection.

Does the lack of tactical combat make ship combat a bit boring?


Not for me. The fleet battles are way better than in MoO2. I get a big kick out of them. For those that are RTS fans the lack of tactical is probably a let down. In GC2 you are dealing with hundreds of ships all over the map in dozens of fleets. IMO tactical would destroy the strategic aspect of the game.