Design features or flaws?

I am an Gal Civ 1 player trying to get accustomed to the Gal Civ 2 Dread Lords game.  I have been playing about three weeks and have just started posting to the Metaverse this week.  I really enjoy the gameplay but I have noticed a few design elements that I have issues with.

(1) When you focus your production on a given category it doesn't update the research time-to-discover value.  You have to change one of the sliders to recalculate the research value. (Feature or Flaw)

(2) This is a real problem.  If you fly a troop ship near a starbase the civilization owning that starbase decides to go to war with you.  What a load of crap!  If I go into a civ to invade their planets and a different civ has a starbase near one of those planets then they go to war with me.  again What a load of crap!

(3) If I fly a freighter to a planet and I already have my limit of trade routes the freighter will sometimes just disappear.  I mean really.  Why does it completely disappear?

(4) When my cash hits greater than 10,000 bc my trade income goes all to hell (i.e. lower).  I like to keep a warchest in case a civ declares war or a bad Galactic Event occurs.  What was the thought process behind a 10k bc limit anyway?

I am running the DL GOTY version with the latest updates installed on a competent machine.  Any help on the above would be appreciated.

 

5,757 views 6 replies
Reply #1 Top

Hi!

(1) When you focus your production on a given category it doesn't update the research time-to-discover value.
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Flaw.

(2) If you fly a troop ship near a starbase the civilization owning that starbase decides to go to war with you.
End of quote

Feature for planets, flaw for starbases.

(3) If I fly a freighter to a planet and I already have my limit of trade routes the freighter will sometimes just disappear. I mean really. Why does it completely disappear?
End of quote

Never had that one. Likely a flaw.

(4) When my cash hits greater than 10,000 bc my trade income goes all to hell (i.e. lower). I like to keep a warchest in case a civ declares war or a bad Galactic Event occurs. What was the thought process behind a 10k bc limit anyway?
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Design feature. If it annoys you, just wait until you hit 20k treasury and got additional 20% penality to your econ ability. :( BTW trade in GalCiv-2 isn't the main source of income as was in GalCiv-1. Here it gives 2k-3k money (usually negligible), and bonus to relations (main issue).

BR,  Iztok 

Reply #2 Top

Hello,

Thanks for the reply and info.  One more question, I saw that there is a thread for Gal Civ 3 and I was wondering if the 10k and 20k 'limits' were being addressed?  I would look but I see there are more than 1000 replies and I was hoping that someone already addressed this.

 

Thanks again,

Burt  aka Aww Nuts

 

Reply #3 Top

Hi!

I saw that there is a thread for Gal Civ 3
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That thread is user-made collection of wishes. Devs probably look at it, but noone can tell what ideas they'll take into GalCiv-3. IIRC in GC-3 the econ nad production model will be reworked. But to what... :S

BR,  Iztok

Reply #4 Top

You do know that noone is not a word, right?

No one...

Add a space.

Reply #5 Top

You took exception at that, but didn't say anything about using "nad" as a conjunction?  :typo:

Reply #6 Top

Hi!

but didn't say anything about using "nad" as a conjunction?
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Bad reviewer, bad.

;)

BR,  Iztok