Even today, leaders occasionally try to micromanage military operations. Carter's ridiculous rescue attempt during the Iran hostage crises being a good example of why it's a bad idea to let a bureaucrat design an operation. Most readers of this forum are probably too young to remember "Operation Eagle
Jonathan Moriarity
I can understand the reasoning behind wanting to preserve the integrity of Metaverse games, though a strong case could be made that freezing all production across the galaxy for an arbitrary number of turns is even worse. My problem however is that I usually don't have time to play for many hours at a sitting. I play on small or medium galaxies for periods of perhaps 30-120 minutes. But with the production zeroing effect, my game is disrupte
I was wondering if it was just me. Whenever I check the "industry" graphs, there are always a few odd downward spikes, indicating days when no species anywhere in the entire galaxy did any production at all. Those spikes always coincide mysteriously with the dates when I saved the game. Now I know what's really going on. Every time I load a game, I give all players free ship movement. Hard to imagine that this could have been deli
Sorry. I really shouldn't pretend to be 'leet. The characters "\/\/" mean "W". The characters "|2" mean "R". The characters "|)" mean "D". So "P\/\/Nz0|23|)!" means "PWNZORED!" The suffix "or" or "zor" or "xor" is applied at random to denote... something. I'm not entirely clear on what. The initial letter "o" in "ownzored" is sometimes replaced with the next letter in the alphabet to denote a high degree of ownzoredness, hence, "pwnzored". Th
There is, of course, at least one other way to make scads of cash, but it's distasteful to many, and understandably so: tech trading. Here's how this works. You take a 60% racial diplomatic bonus, run the Populist party government (+20% diplomacy) and start early with the diplomatic techs. You encounter a species with some tech you don't have. You buy it, then sell it to everybody else who can afford it. The selling price is rarely ever as high as what you pay initially, but after sel
Oh, more than owned. I'd say this merits the full "P\/\/Nz0|23|)!" tag. You go, Brad.
The battle is lost, my intellectual friends. Correct use of the English language still has value though; it has become a sort of secret handshake used among those for whom intelligence actually matters. When you see someone make proper use of a semicolon, or spell the word "embarrassed" with two r's and two s's (and correctly apply the apostrophe in those rare cases where it is actually the proper form for plural), you know you are dealing with a membe
Thank you! That did the trick.
So I started a game with the Drengin and made a few modifications to their initial setup, and renamed them the Silly. It was fun and everything, but now that game's over and I want to play as the unmodified Drengin. The Drengin [i]au naturel[/i], as it were. There's just one problem: I can't. See, whenever I go to the "New Game" screen, the Drengin aren't called the Drengin anymore, they're called the Silly. Much worse, I can't get the original Drengin
How about if I bought the download and just want the jewelry?
In the manual, it's stated that switching to a more advanced government provides an economic bonus. For a Republic it's 15%, for a Democracy 25% and for a Federation 50% But when I go hit the "Government" tab on the stats and charts menu, I'm told that my Star Democracy is providing an economic bonus of 50, an industrial bonus of 50 and a research bonus of 50. Does anyone know which (if any) of these is true? And if an economic bo
It's widely known by now that bonuses to social production have no effect. So it's no use playing the Industrialist party, for example, or taking social production bonuses during race creation, or building galactic wonders that increase social production. There's also the matter of the population growth cap; I played my first game with the huge pop.growth bonus (the one that's labelled "Don't ask") and in the process I unwittingly flushed most of my cu
Usually when I adjust my tax rate, I am trying to make it just high enough so that my approval rating on certain planets (the ones whose populations I wish to grow quickly) reaches 100%. Unfortunately, the tax slider and the list of colonies and their approval ratings are on two separate screens. I frequently go through this ritual: - adjust taxes upwards - check colony info chart - switch back to tax slider, adjust taxes upwards -
If I place an economic starbase on one of my trade routes and build a Trading Post module, this should provide an income bonus. My question is this: does the bonus only apply while the mini-freighter is within the starbases's radius, or does it apply at all times provided the trade route passes through the radius? I ask because it really doesn't seem like it could be worth it if the mini-freighter must be present. The most profitable trade r
Apologies if this creates a double post; I tried posting this a few days ago and haven't been able to find it since. I'm very interested in buying GalCiv2, but after seeing the two gameplay examples posted on this site, there's something that really bothers me. It appears that in example 1, the human (Altarian) player was washed out of contention by several unfortunate random factors, while in example 2, the human (Terran) player coasted to
There’s just one thing worrying me about Galciv2: the apparently enormous impact of the element of chance on the outcome. In both gameplay examples posted so far, it was mainly chance that determined whether or not the player had a shot at victory. In the first example, the player had several unlucky breaks and was washed out of the game. In the second example, the player was the beneficiary of a substantial number of random events, which ga