The UP proposal in which volcanic activity has made a planet habitable, and the council decides which civ gets to have it came up. The text read something like "...blah blah on planet has made it habitable blah blah." With no planet named. The vote went in my favor, and I had no new planet when it was all over.
Foslex
I always thought that in GalCiv 1 when you were out of power, then your bonuses were applied as a penalty. I don't know if that ever was the system, but it sure made sense to me when I thought it was the way. Applying the other partys' bonuses as a penalty is, at the very least, counter-intuitive. It makes little sense for the war party's ascension to mean all of your warships are now amazingly more terrible. If your own party
The problem with just turning the sensor display off is that the AI still knows where every civ starts out because it can "see" the same info we can. It really should simply be information that we don't know. Also, starting a new game from the main menu always defaults to the influence display being on, which means you have to turn it off after you begin and Ctrl-N (not a big deal, but annoying when my first start has a few great bonus tile
I believe that it's simply something we cannot do.
I wasn't talking about research points generated on planets. What I said was, "you need to either consider your social improvements and research such that every planet is always upgrading to something new." Which means making sure to pick up, or trade for, techs that allow you to upgrade facilities that you have on your planets from time to time. Only my most productive planets (Mfg. capital and one or two others perhaps) EVER have idle soc
I'm pretty sure that the game is meant to be that way, just like it's meant to not have individual sliders for every planet. You need to either consider your social improvements and research such that every planet is always upgrading to something new, or strike a balance between building improvements quickly on lesser developed worlds and not wasting too much production on the rest. The fact that idle military production is not
Is this happening to such a weird extreme for others? Today the Drath gifted me an Economic Resource starbase to help with my war against the Drengin. The Drath were not currently at war with anybody -- so the starbase wasn't in danger. And their economy was among the bottom tier in the galaxy WITH the starbase... why would they do that? If they had given me a military mining base it may have made morse sense to me... or a reg
I found myself playing a game in which I was fighting a long and drawn out war with the Drengin. Several of the other civs, minor and major alike, were hoping I would win since my trade routes propped up their economies. So, as good allies should, they started gifting me ships. In a pretty short span I had three different civs call me up and tell me, "Since you're fighting the Drengin, here are some starships." They were all sta
I haven't seen this one yet on the forums... I'm having a bit of trouble with the turn sometimes advancing when I'm clearly in the middle of something. To be very clear: I have autoturn disabled. I would expect that this means I MUST press the TURN button or enter/spacebar to advance the turn. But some other behavior that will occasionally cause the next turn to happen: Opening up the research screen, changing techs, and closin
The opening movie of GalCiv features a female human. That makes one out of five instead of zero of four.
Well, a Carrier is certainly a capital ship. Perhaps there can be a "Figther Craft" module put onto larger hulls. I don't know how animated combat will be, but seeing a big, Wing Commander style capital ship that "fights" by releasing a dozen tiny fighters should be possible. The fighters themselves could be equipped with the beam, driver, or missile weapons. "under the hood," the carrier could just be considered by the game as any old ship, with
Also, I think one simple addition that I really want is to have a screen that shows all current diplomacy states. Including tributes paid, duration of tribute, recent events that changed relations ("Oh, the Yor moved from wary to hostile right after they commissioned their first Overlord, making their military graph higher than mine."), and other agreements (if other agreements are included). Just a tribute screen would make things much better... while lear
That sounds like great diplomacy. Some of the options sound easily incorporated into GalCiv, and I have little doubt that the AI could handle them well. Line of Sight sharing - Planets only, ships only, all. This one is really cool, and since we know that the AI doesn't cheat and know where everyone's ships are we know that such deals would be interesting. Perhaps the diplomacy script could include relevant information so the player has an idea as to what
I have to say that I would be against abstracting trade more. Having to choose where to send your ten routes - and for much of the game much less than that - is a big deal to me. It's a very important decision that makes the economic game worth playing. That said, I'm in favor of various trade agreements in diplomacy. I don't mind the idea that there are independent merchants running around, and that various treaties might impact the revenues they provide
I only recently bought GalCiv, though I was interested in the game for some time, and have loved it so far. I have by no means discovered all that it has to offer, and have not yet played the expansion pack. I have, however, long enjoyed 4X games and since playing GalCiv and reading about GalCiv 2 I have been thinking about my universal 4X wishlist in the context of GalCiv 2. I am so far unaware of any offical word on the political games of Gal Civ 2, bu