Empyrean

Empyrean

Joined Member # 2426306
4 Posts 156 Replies 181 Reputation

You should be able to use mass drivers (or any bombardment) from orbit to destroy planetary improvments and it's population without actually commiting to an invasion. More options would be cool, but being able to waste planets without having to invade them pushes the game towards conclusion in the very earl

36 Replies 17,757 Views

Good: Altarians, Drath, Torians Neutral: Terrans, Thalan, Arceans, Iconians Evil: Yor, Korx, Drengin This list is accurate. Altarians are aligned at 99/100, while the Drath and Torians are at 75. The neutrals are all 50, the Yor are 25, and the Korx and Drengin are 1. It's kinda weird that the

17 Replies 13,607 Views

God alone knows what Lovecraftian horrors Starforce unleashes upon your unsuspecting system. I'd consider myself lucky that I didn't suffer any hardware damage from that infernal malware.

4 Replies 4,906 Views

Lets throw a pity party, and invite everybody! Life is so hard for us! I'd really like to know a little more about how to analyze the debugg.err file. Is there a guide someplace, or is it one of those things that you have to figure out yourself? Is there a copy generated for every game, and if so where is it?

34 Replies 32,220 Views

The "We know what you're doing..." factor applies when you've got ships and/or invasion fleets near their territory. They get jumpy when you're projecting force near their colonies, especially if your offending ships are a long way away from your colonies. Alignment applies from the beginning, with evil races not hating each other as much as good races do. Military strengh will be listed as a positive if you're strong, or a negative if you're weak.

16 Replies 18,634 Views

Maybe your civilization never researched a technology that lets them land their ships? Good heavens, there's a hole in the tech tree if I ever saw one. Here's how things would happen: Sarge: "Ok men, we've got planetary invasion and this ship we're on has got troop pods, so lets go kick so

20 Replies 11,275 Views

If there was multiplayer, how many will really try to culturally conquer each other? There's no point in cultural conquest againts other players. That's like going to a gun fight armed with a knife. To me, it seems more like going to a gun fight armed with a t-shirt and pop music, although your fundamental

41 Replies 135,074 Views

I never noticed that button in the first place. Spiffy.

10 Replies 15,864 Views

At the same time (playing devil's advocate here) if the AI just kept building ships to feed to the winning force until all their worlds were conquered, you'd see some really high level ships flying around after so much target practice. To prevent that, some sort of surrender needs to take place instead of just fighting to the death. Your suggestions are good, and I'm just noting that a fight to the death might bring some unexpected conseque

21 Replies 10,940 Views

I would certainly like to see the surrender behavior tweaked a little. It seems like the race that is surrendered to is random, and it shouldn't be. The AI should either surrender to the faction that they have the best relations with, or if they don't have any friends they should just surrender to the attacking faction or one of that faction's enemies. At first I was under the assumption that the AI surrenedered to its friends. In a recen

21 Replies 10,940 Views

This makes a good case for limiting the amount of trades you can perform in a turn. That would limit the power of many diplomacy exploits at once. That means it would take a few extra turns to break the game. If you can empty an AI's treasury with one trade, limiting the number of trades to one per turn w

18 Replies 7,291 Views

I prefer having ships wiped of non-jewelry when I'm upgrading them, although it might be nice to have an "update ship equipment" option that would replace the existing equipment with the most advanced equivalents as long as they still fit. In the end, this isn't a big issue, and the OP should probably calm down a little. Remember, hyperbole is the worst thing ever, and those who engage in it should all be dragged out in the road and shot for being so horrible.

41 Replies 23,716 Views

Is three entertainment centers enough to overcome the morale penalty of having 29 billion people? And if so, by how much could you increase your tax rate if you just had the entertainment centers without the additional population? Having more than 25 billion people gives an 80% morale penalty, instead of 9% from having 5 billion people. According to the Wiki, you could raise your tax rate from 33% to 60% and still have a 15% morale advanta

22 Replies 25,108 Views

On population, I just beat the new Beta AI (max AI w/o cheating) ONLY because I had high populations. That proves nothing. Do you know what your revenue would have been if you had been building stock markets instead of farms and entertainment? If not, then you're not really in a position to say that your

22 Replies 25,108 Views

*If you need some sort of justification. I wouldn't be suprised if this is how it worked in the real world, but I don't have proof off-hand. Larger populations allow for greater specialization in addition to economies of scale, but once you move beyond a relatively small population (a few thousand people) t

22 Replies 25,108 Views

Way m ore space to design your ships, rotateable parts, able to hide parts, it's just much better overall. You can even go back and rotate/resize after something's been placed. Squeeeeee!!!!

28 Replies 43,150 Views

If the system is run by robots, then why are people taxed? You can only tax production; if people aren't making anything, you can't take anything from them. It's a pretty fundamental disconnect in the economic system of GC2, but the game is still fun regardless. Ultimately, it is the production of higher order goods (like factories) and the exctraction of natural resources that makes the production of lower order goods possible. Having a

31 Replies 69,421 Views

What's your favorite line of weapons, and why? What advantages does each weapon line have over the others? Are any better than the others for the early game, midgame, and late game? I checked the wiki to see if I could get some more info, but the articles on weapons didn't have any useful information.

0 Replies 3,612 Views

I've noticed that my balanced fleets take less damage than my purely offensive fleets do, even when I make the first strike. If you take into account the way that non-optimal defenses figure into the combat calculations, you'll see that a point in any defense is equally effective against all weapon types. If you've got space and you're using defense you might as well put at least one point into each type of defense, because the first point in each i

14 Replies 8,140 Views