CPU requirements should be pretty much the same as the first one. Just need a decent (i.e. Geforce 2 era) card or better.
Frogboy
Yellow stars will be the ones to look for the most.
The tactical AI will be rewritten for GalCiv 2. So we will be replacing these weaknesses with a whole new set.
Click on the journals entry on the left to see all the new stuff being worked on. Several new journal entries in there.
Ah okay. Sorry, I thought you were talking about the website! .
ditor this time around as you can imagine).
United Planets probably won't be that much different than it was in the first one. That said, we plan to do an expansion pack that is purely about politics. I.e. vastly expanding the political emenets of thegame including the United Planets.
I can say the Metaverse will be much different this time. Much more tightly integrated into the game and much less subject to abuse.
Oh I remember those. Yea, we have Journals now. So you can check those out and let us know what you think.
There will be two new civilizations in Galactic Civilizations II (on top of the 8 from Galactic Civilizations: Altarian Prophecy). The first one is called the Iconians. The Iconians are the ones who actually created the Yor. The Yor being a race of sentient machines. The Iconians were once the servants of the dark Precursor race known as the Dreadlords. When the Dreadlords were gone, they considered themselves as the rightful heirs to the galaxy. To that end, t
Here is a preview of what the main GalCiv UI will look like. Click to enlarge. A couple of points: The Angle and zoom level will be adjustable. If you zoom out enogh, the map morphs into a tactical view of the galaxy (it's very cool and subtle). You can look at the map top down or nearly at the same level. As you
We don't plan to have stacking this time around. It would be too complicated anyway since it's not sector based anymore. The bonuses in a given zone would be based on the best single star base bonus in the area.
What are you talking about?
There will be a lot more tools this time around because unlike in GalCiv 1 where it was done all in code, this time we'll be using in house tools that we plan to release out at some point.
The game will pick the ship that is hardest to kill with the weapon selected. The idea being that we will err on the side of protecting convoys and such.
uddenly turn it into an influence bomb). But it will also provide a lot more flexibility for the player as we can have a lot more types of add-ons without the UI becoming so cluttered.
No, the two new ones will be talked about more as we get closer.
I'd like to see that but it won't happen in GalCiv II's base game. It might show up in an expansion pack though.
I think it would greatly enhance the colonizing phase of the game. Do you put your money into putting shipyards on outlaying planets OR do you try to crank out colony ships from your home planet faster early on? Or somewhere in between?
Updated so you can add comments.
You and your PNGs..
We probably won't get to that in 2.0. That might be in an update though.
1, we plan to release a series of expansion packs for GalCiv 2 so we may have the opportunity to put in those kinds of updates.
be your fleet. So your fleet would get 3 attacks. Each ship would get a single shot each round. So in the event ther's multiple targets, the enemy will attack the most heavily defended ship first (this way you can escort weaker ships).