YES!!! Asteroid fields! It also sounds really good that colonizing planets will be different depending on race and planet-type! Two questions: When can I download it? What will this expansion pack cost me?
AdmiralZ
I know this is 'just' a computer game which takes some liberties toward the laws of physics, but here goes.... Who said that the 'engines' in GalCiv II propel starships through the exhaust of some particle? A jet engine has a flame because of the 'hot and compressed air' which flows through it. It it this flow of air particles that propels the aircraft. A rocket engine has a flame because of the solid or liquid propellant is burns. It it this exhaust of propellan
Brian, my compliments! The Starships look really great! If you want to expand the amount of 'small' hulls, you could look at the 'Sabre-class'... I believe it is in 'First Contact'. I don't want to rush or push you or anything, but I would really really like the 'Akira-class' (personal favorite) as a 'large' hull. Anyways, please keep up the good work
First turn: - Rush buy a factory on your home planet only in turn one.Set planet focus on social production. - set sliders (0% mil, 25% soci, 75% reserach). - Colonise the small 4PQ world in your home system and rush buy 1 research center, give build orders for two more. - Rush buy a colonyship. - Set reserach to propulsion techniques Initial colony rush: - Rush buy a (advanced)colonyuship every turn until you hit the red. - Research im
Yeah, random events surely decreased in 1.1! Did you also notice that the 'popping' up of minor rces decresed drastically in v1.1? Or is this also a random event? In like SIX v1.1. games (all set to medium map, randomize # opponents, minor races enabled, blind exploration) I had only ONE minor race popping up very very late in the game, and they were conquerd by the Drengin even before they could construct a freighter.... I really think a slider setting the abun
You can use transport to ferry people to your less populated colonies..... The larger the 'base pop' of a world, the large pop growth per turn... I usually fly transports from Earth (or another max pop world) to a recently founded or conquered world with 1000M, onboard, then drop the colonists/troops and fly them back empty for another round trip.
I had the pirates popping up a couple of times. I noticed the pirate event is related to the UP-council-event where the Terrans get selected to hold the 'Universal Prison' . (I usually play Terran alliance) A year or so after you get selected for this universal prison, you get a meesage stating a couple of 'transports' are stolen by a group of escaped convicts! These are the pirate ships! Never actually tried to vote against having this prison on my territory...
I also fell for the 'surrender mistake' in my second game, but then I did it to a MINOR race..... Indeed it is illogical to surrender to the AI! I would like the option to demand HIS surrender! On the demands of tribute etc. I usually think the 'tribute requests' from my enemies are sooooo funny! "Greetings future sla
I agree on the reasoning beheind 'enforcing' broken peace treaties. I don't agree on the border discussion. I't really unrealistic when a civilization would allow to have huge alien fleets passing by their key worlds when they don't know if they'll fly by or suddenly turn on them and attack. I'm in favor of making borders 'closed' by making a border violation an 'act of war'. Alien vessels can only fly in your space when they are
I always play with PQ bonus 10%! I always assumed that If you colonise a PQ 11, it becomes (11/10 =1,1 =1 PQ increase) a PQ 12 the moment you colonise it. Then you should have (12-1 city tile) = 11 green tiles to build on. You can convert a yellow tile to green with the tech "soil enhencement", adding 1 PQ for each converted tile After this, you can convert any orange tile to green with the tech "habitat improvement", adding
Beside a lot of bling, I would only considering buying a ship-pack if it contained a bunch of new ship-modules (and equivalent tech research) : - carrier module - command module (armada-possibility: doubles or triples regular fleet size) - defense modules (like on the starbase, but then extending defenses of the fleet the ship is in) - offensive fleet modules (like on the starbases)
It's quite simple actually... If you're alignment doesn't match, you can't research or trade the techs. You don't "see" the tech (either in diplomacy or shipbuildin gs screens) and you don't get the bonusses if your alignment doesn't match the tech. No Arnorian battle armor for Neutral and evil races, No neutrality trade centers for good and evil races, No psionic weapons for good and neutral races.
I really, really like galciv II. So much, that my girlfriend starts hayting it I'm sorry, but I'm not getting excited about these adds... The 2 pager has some nice features, but indeed misses actual screenshots and info on the 10 (!) races that you can play as... Then the one-pager.... The screenshots are to small to see any d
GREAT WORk BRIAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I read that you are as ambitious as modelling starfleet ships for all hull classes..... WOW! Can't wait! I also read that you were still deciding which starfleet ships should map to what hull classes. I have a suggestion based on relative size in the Star Trek universe: tiny: Shuttlecraft, Danube (runabaout), small: Miranda, Constellation, Defiant, Norway, Nova, Sa
I definitely like that idea, it seems a shame that the anomaly searching is over in the early turns of a game. As an extension to your excellent ideas it would be cool if other certain techs were required to make use of/access an anomaly. Something like you need sensors mk II to do an initial exploration of the anomaly, at which
The music also changes with your Ethical alignment! I usually go for evil ( heavy weapons, no starbase upgrade cost, the artificial slave center and the 'no mercy invasion center') and the music becomes more sinister.... Like the theme you here when trading/negotiating with the Drengin.
- Like the idea of terraforming class 0 planets.... - Also like the idea of a command module and a carrier module (for example how it was done in MOO2) - Talking about MOO2.... In MOO2, you also had asteroid belts in a system.... Why not introduce them here. It could give you a system production (mining) bonus and/or a defense bonus (slowing down enemy vessels, or equiped with defensive measures, etc.) ! Later on you should be abl
At the start of a game you receive a survey-vessel. With this USS Enterprise (or USS Hero, or TAS Explorer or whatever you call it) you can explore anomalies which usually give you somekind of bonus. What happens in each game is a 'race' by each civilization to "raid" as many anomalies a.s.a.p., thus excluding other civs from this anomaly's bonus. Result is that after say 20 to 30 turns there are no anomalies left and your survey ship is don
At the start of a game you receive a survey-vessel. With this USS Enterprise (or USS Hero, or TAS Explorer or whatever you call it) you can explore anomalies which usually give you somekind of bonus. What happens in each game is a 'race' by each civilization to "raid" as many anomalies a.s.a.p., thus excluding other civs from this anomaly's bonus. Result is that after say 20 to 30 turns there are no anomalies left and your survey ship is don
the only way to easily beat a laser 3, 0 defense is to have a 2 laser and 3 defense...which is too big for my ship size On equal terms (no starbases or other defense/offense bonus - did you check their race bonusses?) a 'laser 3, 0 defense' ship should be beaten by 'any offense 1, 3 laser defense'.<b
Don't know if this is helpful.... Do you have enough memory in your PC? I like playing the larger maps (lots of expansion posibilities). When I started playing GalCiv 2 (on large maps) the game crashed like every 20 turns. Both hard system reboots as well as 'normal' exiting to windows-style crashings. I had the same thing with Civilization IV, so I gave it some attention on the internet. There I learned it to be a memory thing. I
I am just beginning with GalCiv II -- just starting a couple of games on Normal. So, I have the following question about trade goods: If I trade or sell them, do I retain the positive effects for my own race? Thanks. YES!
You build a trade good. You get its effect. You can then "licence" the trade good out to another race so they also get its effect, but they themselves can't "licence" it to another race. Then that must have been a glitch. Like 'Ortus Phoenix' stated You build a
This really is the best idea I have ever heard on these forums!
I assume it does. A tradegood gives a certain ability/bonus to all who 'have' the tradegood. Unlike techs which are 're-sellable', the race that researches a tradegood has the exclusive right to sell it. If I research a tradegood and sell it to the Altarians, they can