In 1.0X, taxes were to the .4 power so going to the .5 power (square root) is actually much higher. But recall in 1.1 population grows much slower so I think the net effect is tax income grows slower. I have not played the 1.1 beta I expect there is less of a colony rush now because your population/tax base can't afford a rapid expansion.
Mascrinthus
Congratulations Stardock!!! I first learned about GalCiv II by reading a review of the Beta by GameStop back last November. I took a chance and bought the game in early December and have been happily playing ever since! Brad, with the success of GalCiv II, does Stardock now have more clout with the retailers? Will your next game have better distribution and initial sell-in?
Sorry for the multiple posts. I kept getting a timeout error when I hit submit.
For something like this to work, I think we'd need much more room between star systems. This is a limitation of having everything on one map. In real life the distance between stars is measured in light years or parsecs Link . Solar systems are much s
For something like this to work, I think we'd need much more room between star systems. This is a limitation of having everything on one map. In real life the distance between stars is measured in light years or parsecs Link . Solar systems are much s
For something like this to work, I think we'd need much more room between star systems. This is a limitation of having everything on one map. In real life the distance between stars is measured in light years or parsecs Link . Solar systems are much s
For something like this to work, I think we'd need much more room between star systems. This is a limitation of having everything on one map. In real life the distance between stars is measured in light years or parsecs Link . Solar systems are much s
I always select the good or neutral choice (because I'm a nice guy plus it makes the game harder) so I have never taken their offer. Does the bonus appear when you look at the planet "Details" screen?
You ask how many turns does a game last. But how long does a turn last? Well into a game on gigantic map, you will have many planets and ships to manage. So as the map size increases not only does the game last more turns but the average turn length also increases!
And yes no tech trading means that you don't have the option to try to bribe them. But I've found that the best bribe you can use is a well tuned Phasor. I prefer giving my enemies the business end of a Black Hole Gun. <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="abs
There are many video options (to reduce eye candy) you can play with to allow it to run smoothly on older hardware.
Gamespot's sample gameplay video dates back to Feb. 2005!!! Stardock needs to provide them with an updated video showing off the released game.
...it does no good to put a capitol on a resource tile with the appropriate bonus... correct? Yes. The bonus titles do not apply to the capitals, only the planetary improvements that actually produce something.
It costs about 10X times as much to buy a colony ship than to build it. Since your tax base will grow much slower in v1.1, it makes more sense to take the time to build the colony ships and save your money sense it will take much longer to get into the black with 100% spending rate.
Today GameRankings.com is featuring GalGiv II Link
Publishers really do seem to forget that many players can't make the time commitment necessary to play multi-player. Those of us with young families and demanding careers need to play against an AI that can work around our busy schedules! Thank you Stardock for making a compelling single player experience! I can still easily beat the AI on Tough but that may change with v1.1, given the increased focus on speed (and don't forget sensors) an
Another treaty level above Alliance would be nice. In this closer Alliance, the other member's star bases and planets would extend your range. Maybe you would even be able to defend their planets by placing your combat ships in orbit. Here is an old thread where I first raised the point under my old name "Lord Darx". Link
Well, the idea of big ships is that they have place for enough defense to be impervious to damage from tiny crafts. In Jan. 2226 of the last Dread Lord's campaign mission, I obtained the Blackhole gun when I captured one of their planets. <img src="http://images.stardock.com/gc2/T_DL/smiles/Gasp.gif
...they make you use up a tile and build a planetary building in order to have a fleet defend a world. This all screams, "Don't defend; attack!" to me. Ships in orbit get attack and defense bonuses. If you have an Orbital Defense Manager and Omega Defense System, then your orbiting defenders also fleet up and get double the HP. With the right defen
Brad said in a recent dev. journal The Drengin are using the Nano Ripper to create very nasty ships. I think I agree with others who feel that the Nano-Ripper is overpowered. I also think Good Races need to get a new power. I was thinking a 50% bonus to their ship defenses. So the nano ripper might
Brad: Huge hulls having OVER twice as much space per unit of logistics is not balanced, even if you take into account the cost. Me: ...the size of ship components increases w
I think the whole small vs. large ship balance is a non-issue because there is a much bigger imbalance in ship combat. The attacker has a HUGE advantage!!! Having all ships fire at the same time would restore balance. In the Dread Lord's campaign missions (playing on level Tough) I'm able to crush the total Dread Lord's, Drengin, and Yor fleets with just a few fleets of heavy fighters. The Dread Lord's have powerful weapons but they are useless if they never get to fire them
This is exactly the strategy I used against the Dread Lords in the campaigns. Their power weapons mean nothing if they never get to fire because I take them out in my first round of fire! All the extra HPs my ships get from leveling up, means they can absorb the occasion hit if the initial attack fails to destroy the enemy. The attacker has a HUGE advantage!!! I think having both fleets fire at the same time would provide better balance!<
Huge hulls having OVER twice as much space per unit of logistics is not balanced, even if you take into account the cost. But you are forgetting that the size of the ship components increases with the hull size. So huge hulls have LESS than twice as many components per unit of logistics compared to tiny hulls. Also when a
Factory (buy if can afford it; otherwise build it) Stargate (you still want to be able to build ships here such as freighters for creating trades routes which would benefit from this planet's high value and remote location) Factory Factory Now build Trade Centers, stopping to build a farm or entertainment center as needed to grow the population and manage moral. Economic Capital Instead of building an obital fleet ma