I've played several games where the Dregin get a bit heavy on the research. I think it adds a lot to the game to have someone that can try to keep up with me in research that is also agressive.
Modus Impetus
The fact that they are two different branches doesn't affect anything, if you set them to upgrade discovery spheres they upgrade any other research building and this gets over the problem of conflict. You simply make the learning center the top of the chain.
It has also been stated repeatedly on how to change it so they do. (I still havent seen the 'good reason' as i've been playing the game with it modded so they upgrade and i have seen absolutely no problems with it..
The first campaign mission, april 15th 2230. It took me giving them medium hull building and waiting forever and a day to see them build a frigate, but they did indeed build one. I was curious so i decided to see if I could make them build something with weapons on it. This does not happen in sandbox games, just the campaign(and i havent checked past the first mission, i have a headache now from hitting the turn button so many times.)
4. this means that if you spend 2 weeks researching say warp drives, and then switch to xeno industrial theory, when you finish xeno industrial theory and go back to warp drives you are still 2 weeks into it. 5. They are a bit better about it, I've seen them actually manage to take down some of my beefier starbases....eventually... 6. this means that each module costs money rather than just the first in the path. This makes these harder to do early in the game(by mid-late g
I tend to agree that further goodies are not needed for neutral, on the other hand I would love to see all three get more(and more divergent) abilities, weapons, armor, structures, hell even starbase modules. The larger the difference between the three the more interesting the choice becomes.
Didn't you learn anything! The telephone sanatizers are the only thing keeping us from being wiped out by a horrible plauge!
It should always be remembered, just because you are paranoid does not mean they are not out to get you.
No no, you misunderstand, you can make it so they autoupgrade by just adding 1 line to a file.
you can do it yourself really easily.
No I dont, thanks for the information as that was confusing me a bit.
I think that it does effect moral more, or differently than a standard morale building. Its ability is defined differently in the Planetimprovements.xml. it lists a morale bonus of 20 as well as the line ! -- F_AbilityFactor 0.20... I'm not 100% clear on what this means but it seems to be used when something is effected outside the planet rather than on it.
Its not that each planet is ruled under an imperial system, its that the galactic civilization as a whole is an imerial system. Each individual planet is probobly running under its own government and reports to a central authority that has absolute power.
Yep, you can once again decomission starports.
Follow the mass driver path until you get the nano ripper, the switch over to beam weapons. I usually also pick up missles and add a very small number of them (usually 1 missle of my best type) to each attack ship so that they other civs have a harder time coping.
Fair warning - This will make the game VERY EASY and it is cheating. Create your custom race. Save it and remember its name. Go to mydocuments\mygames\galciv2 right click and edit the file named (yourracename).raceconfig. look for the lines that are flagged Tech, create a new one [Tech]StarFed[Tech] only with greater than and less than signs instead of ] and [. Save the file. Start a new game and see if it worked, it should. As soon as the game starts bring
::Holds back commment in bad taste::
Another easy way to hide the weaponry is to rotate it so that when placed its actually inside the ship rather than outside.
Its in 1.1. It gives 22 tubes whereas the discovery sphere gives 20. The big bonus of it is that is branches off of research centers which means you can access it MUCH earlier than discovery spheres.
Its not a mod. It is an option in 1.1, which is only available at the moment as a beta through stardock central.
Are the abilities you are talking about logistics and soldiering? If so then that is not a bug it is the inherent bonus to the custom race.
The game is kinda complicated but nothing overwhelming. A cursory scan of the manual that comes with the game should give you enough of an idea to figure the rest out. If not there is always the databanks on this site. I mean really how much documentation do you want? Play the game and figure it out.
The groups you mentioned also don't pay taxes. Except for pregnant women. Which means they arent included in the numbers, which means you havent the slightest clue what happens to them.
Up your espionage with them to see what they are building/designing/researching and what techs they have, very strange. Also what difficulty is it set at?
This distinction simply doesn't hold up. In GalCiv2's system of ground combat, there are unfortunately neither non-combatants on the defending side (which is ridiculous enough, try getting a 5-year old to fight) nor survivors on the losing side (which could be theoretically excused if the winning side was evil, but in no other ca