I agree with n0v4k4n3. This was a problem with an earlier version of GC2, but is not a problem for v1.4 based on my own gameplay. For the OP, some added info on your bug report would help out--particularly what version/build of the game you are playing. Original bug post, Saturday Dec 16...rant on Tues Dec 19 @10am...seems to be like someone is pretty impatient out there. Only about 8 working hours have elapsed (taking into account Stardock's time zone plus the weekend). And I
Tertullian
Good grammar usage and spelling lends an air of professionalism to a post. A post that has something controversial is more likely to be taken seriously if the poster uses proper English. Having said that, I do think some people go waaaay overboard on chastising people for misspelled words and poor grammar usage. There are many posters for whom English is not their first language, and we ought to laud them for making the effort! Not banish them to purgatory for the offense of a misspelle
Regarding the technology comment, you can already select "slow" and "very slow" tech rates on game setup which increases the cost of all tech advances. This addresses part of the OP issue. The other part regarding longer tech tree for some items (similar in length to the weapons tree), well that is another story. Mod it anyone?
I find Orionsol's critique of the Galaxy map humourous at best. The display is not the galaxy! I personally view the display as the "commander's plot" of the Galaxy. It is quite useful on this plot to show multiple scales in order to provide maximum information to the user. You have the strategic map of the Galaxy with appropriate overlays (influence for example). Then you have a larger scale view (simultaneously!) that shows individual solar systems. I think it is a pretty in
You could also try varying which race you play (each has different strengths), as well as your moral tendancies (good, neutral, evil). Again this gives the game good replayability since things can turn out different with different settings. When I start a new game, I have an idea of how I want to win and what kind of a Galactic leader/dictator I want to be. Then as the game progresses, my strategy changes to meet the challenges I face. In truth, if you've not played TBS games b
To keep from having zillions of ship designs, you could use the "delete" ship design rather than "obsolete" ship design. So... Your "core" cool-looking ship is called "Battleship" that you want to keep forever (I'm following BP's post here). You add your current best weapons and upgrade it to "Mighty Battleship" You research a better weaponry, so you upgrade to "Super Mighty Battleship" from your "Battleship" template. After upgrading any of your "Mig
I sort of had a similar history of gameplay...traditionally the fun-loving neutral Terrans. Then when I went for my racial victory medal I had to play all of the races and tried to stay within the race's starting tendancy (ie, Dregnans I play as evil as I could get). And I loved playing evil, particularly now that I am focusing more on winning through military means. I still try to lean somewhat neutral and still sometimes go neutral if it suits me. But I'm liking evil--I like some of t
The game has tremendous flexibility and replayability. You can try to win by influence, alliance, technology, or military. Each has its advantages and challenges. You can play as a "good", "neutral", or "evil" civilization. Again each has advantages and disadvantages. If you find the game boring and easy, you are probably playing at too easy of a difficulty level. Kick it up a notch or two. At some point the AI's will start to kick you around quite a bit and disrupt your plan a
I would like to model a civ after the Eddorians (of Eddore, of course). ...and 50 credits to the person old enough to recognize the reference.
Any individual person's death, however prominent or obscure, is a tragedy to those who knew him or her. And it is also inevitible. But my question is this: And this thread relates to GalCiv2 in what way?
Also... multiple resource mines have cumulative effects. IMHO, do not build farms on 700% farming bonus squares unless you have a very high PQ planet and are ready to build something like 8 entertainment buildings. Also the planet PQ puts a max cap on planet population. Many "basic" questions can be answered using the Wiki: galciv.wikia.com/wiki/Galactic_Civilizations_Wiki Enjoy your gaming! Happy hunting!
Ahh, but the ship with fewer weapons but engines can run away from stronger opponents with more firepower and no engines to fight another day! I find that faster ships give me great tactical and stategic flexibility in waging combat. The choice is mine on whether to fight or not. Having said that, I think there is merit to incorporating some sort of a "maneuverability" factor into ship tactical combat. Something like a thruster component that allows the ship to better avoid par
I sorta do the opposite of Quixen. This works for me up to Tough (haven't worked my way higher yet). Keep sliders at 33/33/34% for balanced production/research. Buy/build factories on home planet so that I can pump out a colony ship every 3 turns. (Buy the first one on turn 2, the second on turn 5, and by then I'm set at my regular build rate). Lower taxes to keep home colony at 100% morale to get the population growth bonus to feed my colony ships whilst maintaining population
Graft is where: 1) The politicians steal your money for their own personal use so it doesn't get into the treasury 2) People (or companies) bribe treasury officials to not tax them at the proper tax rate 3) People (or companies) simply don't pay their taxes
Real gamers don't use cheese!
You can think of it as the population seeing the government running a huge budget surplus, yet still taxing the people to death...so cheating on taxes goes up and income goes down. I really didn't notice this effect until 1.3, but probably wasn't smart enough to notice it back then. But it really hit me last game. Once I went over 20K, my net income went from about +600/turn to -300/turn. So I kept spending it down by buying building upgrades since I was near the end of the game.
I don't build defenders. About the time I'm ready to build a fighting fleet, I've researched up to Lasers III or V, and so can triple the weaponry on my small ships from that which the defender can give. But yes, I do work to upgrade the ships defending my planets. That way I have a ready reserve of offensive punch when I need it. I also don't defend my planets deep in my own space.
Thanks Marcathonas for the pointer to the starfarce "virus". Since first hearing about starfarce, I have wondered if I had inadvertently bought or loaded up a game with it. Thank God I am not infested with starfarce(and yes, I am intentionally making a farce of the starforce name).
That is why I belive on the turn before the UP vote, that the resolution to be voted on be published and an opportunity for the races to negotiate with each other to "convice" them to vote a particular way (either through threats or bribe). That would add some spice and a bit more control to what is an otherwise random event. On my last game I owned all of the resources, and the first UP vote was to limit starbases to 2 modules. The vote carried. I almost left the UP over that
The mnemonic is OK until you are in a gigantic galaxy with 20-30 starbases. It then becomes tedious to scroll over to the starbase, look at its current name and decode it to figure out what you need. Assuming of course that you remember where all of those starbases are. Very definitely for the larger maps a starbase management screen is needed. Until then, its up to pencil and paper.
Argggggh. I vote for an immediate lock to this thread!
Wouldn't use of rally points eliminate the management issue of directing newly built constructors to the right destination? You could set up rally points such that all of your planets building constructors could go to the same starbase to bulk it up with modules. Or you could set it up so each planet's newly minted constructor goes to a different starbase to add modules (a slower way of building up starbases, but you build all of them up fairly evenly. What I'd like to see is s
Kryo is cybernetically plugged into the internet. Wherever he is, whatever he is doing, he is watching this forum. He will give great advice. He will pounce on trolls. He will rebuke sinners and teach them in the ways of righteousness and glorify the Stardock name throughout the world.
A previous thread which stardock (Kryo I believe) responded to. Basically Stardock as the publisher is obligated to sell the game at MSRP (manufacturers suggested retail price) so as not to obtain an unfair advantage over the other retailers selling the product. If Stardock undercut this price, retailers would not sell GalCiv2 themselves. However, retailers are free to sell at a price below MSRP but they lose some profit margin. I suspect that at this point many retailers are c
I usually buy 4-6 games per year, but GC2 has kept me amazed and entertained for so long, I haven't even thought of picking up another game since. This looks delicious though so I might buy in on it. For avonhill--DRM is Digital Rights Management. Not sure exactly what it means, but it is something along the lines that when you buy a game, you really don't buy it. You simply liscence it and the true "owners" can do whatever they want to you. Even make it self destruct if you do