My 2 cents is this: Why not make a game that ends into another games beginning. For example, in Civilizations one method of winning is to create a spaceship that will blast off into space. The game's (Civilization) end game victory condition could then be used to start a game of Galactic Civilizations. Say you played Civilization to year 2050 or so, you could create multiple colony ships, flagships and/or space miner ships which would give your Gal Civ game a head start
Aww_Nuts
Wizardry I MOM MOO2 Going back away Beyond Apple Manor HoMM2,3 & 4 AD&D Gold Box series Bard's Tale 1-3
Good stuff in this thread guys and gals. I played a number of games in the original Gal Civ I and then II, later still with II Ultimate edition. I play suicidal/obscene level on Gigantic maps but I can relate to the author's question "What do I research". I must ask, what gets you going? What is your main win criteria, Military Conquest, Cultural Conquest etc? I prefer war games so I usually choose my party (Technologist, Federalist etc.), abilities, starting
Generally speaking ship design is, as you know, highly situational. I will pass on commenting on the rock/paper/scissors analogy for the the beam/missile/driver weapons and shield/point/armor defense. Instead, I will concentrate on the knowledge of how your weapon/defense values (not types) match up against your opponents ships. I then use this info to gear the current research plans towards gaining the best time optimal combination and then get them into production ASAP.&nb
I think there are two issues at play here. (1) The AIs at the higher difficulty levels can rush buy ships/buildings and so keep their research values at high levels. This, in turn, leads to an advantage in researching discoveries faster than the player. (2) I play with tech trading/stealing turned off but before I did this it appeared that they were forming coalitions in their research endeavors and thereby exacerbating this advantage. I play at suicidal/ob
First things first, what are your settings for Habitable Planets, Number of Planets, Number of Stars and Number of Extreme Planets? I take it your government is already at Star Federation or Star Democracy. Next, what are your expenses i.e. what does the right column look like on the domestic stats Finance Manager screen?
Banned for dismissing Playboy and discussions of same
Banned because JEALOUSY will get you nowhere
Banned for not bringing a shrubbery Here is mine, thank you very much!
I bought a 1978 Apple II that came with 16k ram (hoowah). It was serial number 0000750. I wish I still had the b a s t a r d as the Smithsonian may want it. I purchased an additional 32k ram for $300 bringing it up to 48k ram. No disk drives were available at the time so it used (get this) a cassette for recording/playing programs. It had color but it came with a green monochrome monitor. What a pile but I loved the thing dearly. I followed the chain
It appears that the other races are affected. I finally got through my latest marathon game (10 game years). I will play a couple or three more on obscene then go for suicidal. Thanks for the info! Peace
Plz keep it turn-based. Perhaps, more races to choose from thereby more techs. I am confident Brad and co will do a great job.
IDK, in the two games that I started monitoring tech costs the doubling, of weapon/invasion, techs starts at around 16 techs researched and the non military techs about 26 in. As long as it affects the other races I can handle it okay. If not, then I will have to rethink my obscene/suicidal Gigantic games.
I am aware of the increase in tech costs within a branch of the tree, but what I am talking about is a doubling of this base amount. I have documented all of the base tech costs for my races tree and I am currently in two games that have the tech costs doubled (in one) and quadrupled in the other. Check out the other threads (use the search function in the upper right corner, for criteria use 'tech cost increase') as this is a common experience in at least ToA if not the o
Yes, they double, then a few techs researched later they double again. The red or weapon and invasion techs are the worst for this. I researched this by using the search feature in Gal Civ forums (upper right corner of your screen) and found numerous threads but nothing was specific enough to really use as a guide to prevent or delay this from happening. This tech inflation isn't a gradual type of phenomena it's one turn your fine then the next the red or other techs
I played a few games of Gal Civ and Gal Civ II and recently purchased the Ultimate Edition. I have recently ramped up my tech abilities and noticed that there is a glitch/feature of the game (ToA version 2.04) that doubles the combat/invasion et al techs costs. I have read numerous threads going back to 2008 on this effect but nothing was definitive. My questions follow: (1) What triggers the doubling of the techs? Is it a total tech expenditure or the number of
(1) I play on gigantic maps so my ship building revolves around the speed/range of my ships and their purpose. I build fast long range freighters/constructors, or in some cases shells (i.e. ships with no trading or constructor modules, but lots of engines). When the shell ship gets to the intended destination I upgrade it to one without engines of the same range with the trading or constructor module intact. This allows you to send a faster ship with lots of engines where th
Hi, I have returned to play this game recently. My last game was new and different as all the majors and one minor race all declared war on me within one game month in the 3rd year (2227). I play Suicidal (Huge) with all races on their highest difficulty levels (as for me, I play a Custom race). I had a regular start and wiped out the nearby Yor first. Next I took out two minors for their juicy planets and then the Thalans. After I took out the Thalans all the tr
I have played over 25+ games, some with the minor races enabled and some with them disabled. I now cannot get them to appear no matter which way the 'Disable minor races' toggle is set. I have verified my installation of GC II Dread Lords GOTY edition via Impulse. I am using the latest version, 1.53. Any help on this would be appreciated.
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
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 F