Not a fan of that mechanic either. Basically, what I do, is keep Research at 50%, and then adjust the social and military sliders accordingly. That way, I just pretend that every building only produces half of what's stated. Not perfect, but at least it gives me the feeling that each buildings is performing at capacity, where I assume that it's capacity is half of what's stated.
ReuelKB
Allow me to begin by saying that although this is pretty much my biggest gripe with the game, I certainly don't expect it to be changed anytime soon since it would likely result in non-trivial changes to game balance and ai programming to reflect these changes. With that said, I'd still like to share my thoughts on this particular issue that I find somewhat frustrating. On that note, let me begin. Right now in GalCiv 2, there are two main types of production
I have to agree with that being one of my major remaining pet peeves. That and to a far lesser extent the fact that once you move a spending slider (social, military, research) the sliders position does not reflect the percentage that it has allocated. While the latter is really only a polish issue, the former, the one brought up here, is a more serious issue that can really frustrate gameplay. My only theory is that those two issues are simply put at a very low priority to fix, thoug
Well, addressing the other environments of planets issue, it wouldn't make sense for an aquatic planet to simply be converted into a toxic planet simply because of the spore ship. I don't see the two as being mutually exclusive. I don't see why planets couldn't be toxic, and aquatic at the same time. But, then again, perhaps that's nitpicking a bit much. Having the spore ship uncolonize the planet instead of conquering it would balance it a bit I think, but then you have to make sure
Yeah, I like the idea of having a slower tech rate as well. I almost exclusively play on the slowest tech rate possible, because I don't like the idea of a tech only taking a few weeks to research and getting all the way to dread lords level of technology in just a few years. Also, at slower techs, don't have to worry about my ships getting obsolete in the bigger maps.
Yeah, it's annoying. They keep sending all their fleets after your freighters, which leaves far less fleets that you actually have to fight against while attacking them. But it is annoying that you have to wait so long for the turn to end.
Or simply some very expensive technology to fix, like with the plague. I mean, if I had that event happen to me on the gigantic maps I'm fond of playing, and if there weren't a work around, I'd just give up, or reload my game from a previous time, as I wouldn't want to play the rest of the game with a speed limit that voids all engine research on a gigantic map. If it weren't permanent, then I'd have no problem.
Isn't it cheaper though to sell it electronically though since you get pretty much all of the profit, where as opposed to retail, the retailer gets some a portion of the money?
Wait, what did you sell to the Altarians?
Where would a tech victory be ranked I wonder?
Yeah, in my current game, the Drengin, Korath and even Terrans are simply not researching the tech at all, which is horrible on their part since so many of their planets have under a billion people on them making them not only easy to conquer but ruining their economy. In my opinion, if that mega event occurs, all the other AIs should give a much higher priority to researching the cure, otherwise they will fall seriously behind those that do, and essentially be wiped from the game if
Most important thing that I can think of to see changed for starbases is to make it more worthwhile to research the techs by beefing them up, and perhaps have the modules more tied to the weapon/defense techs. I mean, it's odd having a Star Javelin III installed on a base if I haven't researched hardly any, if any, techs in the missile weapon tree. But, currently, it's simply not worth it at all to research the starbase techs and building waves and waves of constructors and yet
Yeah, I've been trying to get a foothold in the tough difficulty in Dark Avatar, but man, I keep getting overwhelmed in the beginning of the game. I've read many strategies to keep your economy from going bust immediately, such as don't over colonize, and keep your morale as high as you can to keep your population rising. If you colonize too many planets, you end up having to pay huge maintenance fees, and at 12 bc per colony, they can really add up. However, for some reason,
Yeah, I used to love WoW, tremendously. I remember when I started playing the week it came out, it was quite incredible. It was my first MMORPG, and I was amazed at the depth of the world, and all the things that I could do, and the thrill of entering areas where all the creatures were displayed a skull as their level. Needless to say, I played it frequently, and loved the idea of Rest XP, since it relieved the constant need of continually playing it to keep up with everyone. It was also qui
Well, I don't have that big of a problem with it. When I play, I just imagine that a single fighter unit actually represents a few hundred fighters, and that heavy fighter units represent half that, with frigates representing 20-30 frigates each, and battleship units as ten units each, and dreadnaught units as 3 dreadnaughts each. It's not that big of a problem as long as you let your imagination do some of the work. Also, this explains to me why dreadnaughts don't have that much higher firep
Well, I don't have that big of a problem with it. When I play, I just imagine that a single fighter unit actually represents a few hundred fighters, and that heavy fighter units represent half that, with frigates representing 20-30 frigates each, and battleship units as ten units each, and dreadnaught units as 3 dreadnaughts each. It's not that big of a problem as long as you let your imagination do some of the work. Also, this explains to me why dreadnaughts don't have that much higher firep
Very nice simulator, but something confuses me. In all the time I've played GC2, I don't recall ever seeing an attack roll of 0 when shooting at a ship with no defense, yet in the simulator it happens relatively often (with low attack values). I'm pretty sure it's not that they are not displayed in the game, because I keep track of all the ships that fire in the game, and this hasn't happened, whether shown or otherwise. From what I've seen, though I may be wrong, is that the defense roll is
Yeah, I agree. They have clearly distinguished between tech points and manufacturing points, so they should be treated seperately in the sliders. Increased social spending should mean decreased military spending, and vice versa. But research spending should not be dependent on production spending. Two spending sliders I think would be nice and a bit less confusing. One for production and the other for research. Then have two percentage sliders fo