Go read some HP Lovecraft for a modern interpretation of what happens when really powerful things rule the universe, go away for a while, and then come back really cheesed off at humans. Don't read HP Lovecraft by yourself and with the lights down low, though.
Twelvefield
On a world that can support it, I will set priority to Social, build 3 factories, a starport, farm, research, bank, entertainment, diplomacy. The early planet populations don't grow all that fast to start with, so I don't put a high priority on taxes, research, or entertainment until there is a significant population base to work with. If a planet can't support all of that and the three factories, then I don't build a starport, and I will build a banking world or research world.
I wonder if your good/evil alignment has any effect on whether or not other civs surrender to the player?
This is a great thread, and some very good ideas. I hope we get to see some of this stuff.
You can always give the minor races some of your colony and troop ships, and see what they do.
I just don't build them. Any of my planets that gets attacked and conquered deserved it. If those people couldn't muster enough love for my benevolent leadership to defend themselves against bug-eyed monsters from outer space, then I say let them eat gakh. It will just make them all the more grateful to pay the "Twelvefield Tithe Tax" when I come back to eventually liberate them.
When I reccommend CG2, I often get "Never heard of it. " So, I have to follow up with, "Well, imagine what happens after you win the space victory in Civ4". I don't for a minute imagine that Stardock wants to ride piggy-back to Sid Meier, but I do feel it's one of the easiest ways to introduce GC2. GC2 is the game that Sid should have made as a space-faring sequel, but thankfully GC2 isn't plastered with Sid's face on all of the in-game models (a
You will have to research sensors until you unlock the survey module. Once you do that, you can put it on a hull, and you've got a survey ship. It's a big module, so be sure you have room for life support and engines, too.
Art is expensive, no doubt about that. To create proper commercial art is skilled labour. The artist must have a high level of training, and that never comes cheap. The media and applications required to make computer art are often quite expensive as well. Finally, a competent staff artist's wages can be costly -- a good staff artist won't waste computer cycles goofing off or making rookie mistakes, which are things that a lesser artist would do.
This will be something very useful for when GC2 goes multiplayer, unless you like waiting an hour for your opponent to rig just the right oscillation overthruster to the stabilization matrix of the starboard warp nacelle.
How about a map with one planet only? The game randomly picks which civ gets the planet, and if it's your civ, you win! This would certainly solve a lot of issues, such as unfair tech trading, civ trait imbalances, fleet management issues, tech tree problems, bad grammar, and the like. Plus, I don't like long, drawn-out games where you know you're going to win, but you spend forever mopping up a galaxy with 5,000 worlds.
It would be interesting if enemy spies could plant false information in the user's empire... sort of a Wormtongue effect, if you will.
I'm not so sure that the CVG reviewer actually said that GC2 is a rip-off of Civ4, more that there were quite a few similarities, and that you could "draw a line" from the features of one to the other. He does say that both games draw from the same source material. I don't think anyone could argue with that. Taking this into consideration, it's not an easy argument to suggest that GC2 is terribly original. At the very least, it's a sequel to GC1.
The way Universities are going, it won't be long now before your forum posts can be used to qualify you for your English Competency entrance exams. Better L33T than never at all, I guess.
Space Vixens!
I guess you could try the "destroy colony" button, and have your own colony ship nearby to get it re-started.
You will want to go into the "Planet Details" screen, and press the "Destroy Colony" button.
Well, a lot of the GC2 cutscene animation would get you kicked out of art school, were you to hand it in to me as your class project. Some pretty crappy secondaries, looks like parts of the model for the evil GNN robot were rendered on the wrong layers, and here and there you have some scene composition that just doesn't work all that well. However, Stardock didn't pay me to fix their animations; in fact, I paid to play their game. And I
Bad luck? Go buy a lottery ticket, and let's see.
I am always pressing the "end turn" button when I mean to press the "done with planetary screen" button. The "end turn" button is right there, and so easy to press. For a long time, I had the problem with the "end turn" button disappearing, so that it was always there when I didn't need it, but it would vanish when I did.
I guess I prefer $ over influence. I can buy whatever I need, includiing military power. If my influence is lacking, I can spend to get either influence resources or military craft. Money, I find, travels across the galaxy better than influence, which is localized around my systems. And if niether money nor influence does the trick, then I go in with guns a-blazing. I'm not saying any of the above posters are wrong, it's just for me pe
Just to be clear, there is a difference between offering everything you have to buy another civ into starting a war (and they refuse), versus wanting to buy another civ into starting a war, but the enemy you want them to pick on does not appear in the drop-down list for whatever reason.
Especially trade older techs for money, one at a time. If you have laser I, II, & III, for instance, and the Torians have laser IV, you could still sell them the older techs, as long as you do them 1 at a time. Take the money you get, and buy another civ into making war against the bad guys. The only techs you should have on your trading list are the ones you definitely don't want shared around the galaxy. Also, if you do sell a tech to one civ, tr
There's four things I know about marketing: 1) Your marketing department is like the gas pedal on the Winnebego that Elwood Blues sabotages: to make anything happen, you have to press on the gas, and then glue the pedal to the floor. In other words, there are no half-measures. 2) You need to advertise during the evening news. 3) You need to advertise during Jerry Springer. 4) A hot babe in a string bikini can sell anything to anyone. As fa
Yes. You have to spend, but you must control the rate of spending. Moderation in all things! If you spend too fast, or jerk around your tax rate too much, your civilization will suffer economic "rubberbanding" as your citizens try to cope with the changes. That affects their morale, their ability to produce, and the amount of money you can expect to get. Of course, one easy way to help yourself to more money is to give your civ big fina