Yawn... When was my last update? Lets see, my last update was 2008/06/16... so its been nearly 6 months since my last update. Alright, let me review whats been happening and see what needs updating.
Can you also add some tips/strategies to beat each race. Since you wrote about how to play with them, but it is good to know how to beat them.
I gave it some thought over the 6 month since asked. I must decline as it requires a lot of work and energy, something I might not have during my short break from university. Plus, it goes eyond the intended scope of my guide. Besides, if were to I tell you how to beat every civ, in every possible way, using every possible civ, in every possible situation, then what fun is the game?
I avoided weapons as a topic because I felt that they all civ weapons were more or less the same. All tech trees ended with the ultimate weapons. All civs had either had the same weapons as another, or had some minor differences such as having different weapons that were somehow smaller/larger, cheaper/more expensive, quicker to research/longer to research, etc. Some civs skipped some techs all together.
However, I've noticed in some of my game plays that the iconian "Kinetic Lasers" being unreasonably expensive early in the game, and other odd stuff. I feel the need to review these problems and send in a bug report. I might put up a few warnings to watch out for certain weapon techs because they might take to long to research in a crisis.
P.S. Thanks for the link Loupdinour, but the post seemed a bit too disorganized to gleem any useful information. I'm going to have to make some spread sheets to get definative information. I think I have some half finished ones from a previous version of the game.
About Fleet Support Modules:
It seems that after some recent testing, the stuff I said for Fleet Support Modules might be somewhat inaccurate. I plan on rewriting the section to fix things. Perhaps I'll replace the section entirely.
About the Yor:
After some thought, the economic issues that I mentioned for the Yor might not affect the AI as much it affects a human player. I don't often see the AIs building economic planet improvements, probally relying on passive economic bonuses and high tax rates more than anything. The Yor get a high passive bonus to economy, and can tax their people very high without as many problems that other civs might have.
I'll review the material I wrote for the Yor and see if any changes need to be made.
The details for every civ seems to be a bit disorganized. I've often mentioned a number of other details without saying anything about factories, labs, or economy for the various civs. I plan to have these sections added before anything else (save for the breif description I have for every civ).
Industry, Research, and Economics: This section will breifly cover the stuff directly related to overall operation to a GalCiv 2 civilization. I might mention things that I feel is important enough to be included here, be a special case worth noting (Arcean "navigation centers" for instance).
Morale, Population, and Influence: This section will cover some secondary stuff (or atleast what I consider secondary) that helps a civilaztion a lot, but not as critical to have like Industry or Research. Might include related topics.
I might include other stuff, but I want these sections to exist even I say nothing more than "Nothing special to note here. Everything is pretty standard.".
I've already talked to you about a few things, but you seem to being doing something different with your website at this moment. So let me get back to you later.
Not sure what else to say at this point. Once I finish my last final (for university), I should be work on an update for this guide.