So I recently got a diplomatic voctory in my latest games, and I was somewhat dissapointed. It seemed to easy because all I really did was sit back and build my diplomacy up to the point that every civ considered mines "friendly" despite the lack of trade or the presence of my starbases or military objects within their territories. Some things I was thinking about to improve on allied mechanics. Benefits - The idea behind the overall benefit of an al
Atlanta7
The thing is, take some older examples. The Spartans of Greece were an all warrior people. Slaves did most of the empire's work, so if a player wanted a civ in a simular manner how would he/she go about doing so? You do make a point though, instant soldiers prepared for the invasion would be kinda odd, then back to paying taxes the next week. Perhaps there should be limits to how the sliders work though. For instance if I put the troop slider on 100% my entire population should not ju
I had a simular idea posted on the Unofficial Inquiry. Basically the idea is to have a seperate "Soldier" and "Civilian" population count. Instead of a simple structure for soldiers, you have a slider somewhere in your domestic stats that you can adjust for your overall empire's soldier percentage out of your civilian population. Basically if you have 5 Billion people living on one world, and you adjust the soldier percentage to 50% then 2,500,000,000 billion people are trained to become officia
Excellent. BTW a question on the asteroids, are they going to replace the generic morale, research, military and influence bonuses? I would prefer if it was that way, I always found it odd that there was just this glowing diamond in space that magically expanded on your influence or something. Will they be more specifc too? Like this resource allows for stronger hulls, thus more hit points? Or this resource brings a new cheaper more efficent power source, thus boosting your social and military p
I think he generally means that races are little too generic with their names. The Torian Confederation originates from Toria and the Toria systems of Torian Toria...
Until now, I never even heard of Space Empires. Well I never I head of Stardock and GalCiv until I saw these incredible reviews on them. I swear you guys need to brush up with the media.
I keep forgetting this is an expansion suggestion. Anyhow some small suggestions.. *New Ship Building Background - A new background (optional to player's choice) when building ships. I don't like building my ships in space, I would prefer a lighter background such as a light grey factory or something which seems a bit more realistic. Not to mention its a bit easier on the eyes. *Starting Treasury Option - I would like to start off with 10,000 BC over 5,000. If anything just
So what was the original intented use of these models? Were tanks and infantry supposed to have simular dynamics to the ships in terms of land battles? Nice find though.
I know, but its not in the way I want. The AI sometimes gives you like one ship at a time for free.. What I'm suggesting here is that you yourself can sell a "bundle" of ships in an organized fashion to the AI. Or you can "purchase" a bundle of ships from the AI. Not just giving a civ a free ship for fighting someone they dislike. Think real world. Some of the world's leading exporters such as the United States and Russia (or the former USSR). Nations such as Australia and Canada purc
Something I was thinking about. Perhaps nations who don't want to concentrate mass construction of ships can "purchase" ships from stronger military nations. I know sometimes civs might give you a ship or two for random reasons, or you can trade your ships for various items. But I was thinking perhaps if the AI becomes "weak" in terms of military strenght, and may not posses enough resources to mass produce their own ships they will simply ask for a variety of another civ's ships in exhange for
Is that the problem? I can never seem to post a topic on these forums, so I'm always replying to topics like these. I think I'll try IE later on.
Heres another thing, the missiles have to act like missiles. Sure we could use the ship design to design our missiles (or more specific, a missile designer). I don't want to see a missile just sitting in space waiting for a command like any other ship. I was thinking missiles could be deployed from launch pads either from your planet's surface a one of your military starbases. These special launch pads could only load one missile at a time, so you have to build multiple pads for an effective mul
Well I was thinking the missile could have its own special class in the ship design. Basically you have to research a seperate branch in the hull tech tree that allows for larger missile type hulls. The player can equip the missile hull with hyperdrive engines and a specfic warhead that has to be researched in the galactic warfare branch. The warhead could be chemical bases which would be best suited for planetary attacks, reducing the planet's population and planet quality. Or an explosive warh
I like the idea of some tactical missiles. Perhaps by researching into the galactic warfare branch you can deploy nuclear, fusion etc. warheads against enemy fleets and planets. They can be equiped on military starbases or built on planetary surfaces. The missiles will have specific ranges, speed, damage etc. depending on how far in technology you have researched into. The missiles can be countered with specifc ECM systems and the like.Would add a new dynamic to warfare besides simply duking it
I agree to some extent. Just some AI controlled governor (can be turned on/off at any point in game) that will build strucutures towards your empire's needs. This can be annoying when your playing a large or gigantic galaxy, when your colonizing dozens upon dozens of planets a turn. It should be basic things to, if the planet has a low morale/approval rating the governor builds an entertainment structure. If theres a lack of influence points, the govenor builds an embassy or something. To be mor
Don't make such a big deal out of it. Obviously the ability to build a "Death Star" would require the player to research a long, expensive military bracnh. Once aquired, the death star would only be built after a significant amount of upgrades on a military starbase. It would move slow across distances. If U.P gets some upgrades, perhaps have the ability to impose a law banning the development of "death stars". And if they are built, nations becomes hostile towards you, imposing embargos and suc
i agree - once you've picked an ethic, any action that goes against your ethic could penalise your population's morale. planetary invasion is a good example of a simple series of strategies that can have an ethic attached to them. other actions might be the 'sneak attack', attacking unarmed craft/starbases, not honouring an alliance etc etc. it might be nice to see some s
I think technically a confirmation sound should only occur only if the player has spent over 10 seconds to a minute on a single turn. That way if your just flicking through a dozen turns, you don't here "o", "o", "o", "o","ok! Turn Complete!"
I think most of people here have pretty much spken. I think the main things have to go towards... 1. Unique abilities, features, technologies and advantages to each race. Right now each is basically a carbon copy of each other with somewhat different AI and different race hull and colors. 2. More depth to the overall story of the game. Something that can tell us how the "Terran Alliance" came to be or something. Basically a history to the future and a deeper, richer storyli
I'd like one, but something that can add onto the atmosphere of things. Something like some cyberspace women telling you "Session Ended" or something. Something like Unreal Tournament had it where you choose the voice of the announcer for your game (They could be sexy female, cyberspace male, cyberspace women classic UT etc.). Mix it up a bit too so that its not the exact same phrase over and over and it doesn't become repetitive. Players should also have the option to turn these sounds on and
Tactical Combat would be a lovely feature. The problem is making it work in a balanced, fun an exciting way. Why not make it sort of turn-based, yet the player still holds some control. I'm taking this idea from RPG games I've played. For instance maybe you could pause the battle, tell your ship to fire some special ordinance or something at the enemy ship and then unpause and continue watching. This allows the player to some-what manipulate the battle in his/her favor without having to actually
I'm still relatively new to GalCiv II, let alone strategy based games. I'm still trying to find an effective way to start off a game. Such as, how many planets I should colonize. Should I build scout ships? Should I focus on economy, industry, research or military? How far should I increase my industrial capacity spending? As it is right now, I'm almost never satisfied with my progress. One game in particular I had to fight a losing war ag
I like addding some micro-management to invasions. Or to military and war in general. Personally I like the idea of having the invasion a multi-turn process. Each side having the equal oppurtunity to reinforce a battle. Thing is though, this could call for some very long and very prolonged wars. You wouuld litteraly have to focus on multiple invasions all at once. Thats probably one the main drawbacks. I think reinforcments should be ultimat
First off, I love GalCiv 2. I'm more of an FPS to an RTS gamer, however GC2 has really changed my prespective on strategy games. I never knew it could be so fun to trade, build and expand an empire. Here are some suggestions of mines that could be considered for future realeses. I like alot of the above suggestions. Including -The ability to build older tech buildings -Starbase Movement, this way we could create a "DeathStar"
I think people are looking for an "attractive" female portrait. And no, Lord Kona does not qualify as good-looking. I would like to see female portraits that are indeed distinguishable. Don't care if they're old, attractive, sexy, odd-looking (even though variety helps).