on a side note I really would like to see a way to destroy planets entirely. It would open up new strategic options that I think the game would benefit from. Attach an diplomatic penalty if needed to balance it, just give us the option.
Weaselpopper
My thoughts on the moo vs gc debate..... The main difference as I see it is that the folks behind gc are willing to sacrifice a lot of fairly easilly implementable features because they would be hard to integrate into the ai, without giving the ai cheats. Take tactical combat for instance. Tactical combat as complex as moo2 could be, would be pretty impossible to get an ai to be successful at. Someone else in this thread gave a ni
oooh oh oh almost forgot..... playing korx gets you a system with the second planet being quality 8 instead of 4. Also you start out at full-evil.
bugs I v noted in beta 3, 014. intelligent ai, medium map...... torians get a precursor ranger after 120 turns. (around march 2227, noticed the actual ship 1. august same year, but his military strength graph showed a large spike around march that year). No gnn message for it though. Could be he built it somehow via the same bug mentioned elsewhere in this list. In late game, when I m consolidated in my position and just playin