I'd like to be able to place a spy on an enemy ship. It would lift the fog of war for that ship and whatever its sensor range was. The spy should be able to attempt sabotage to destroy the ship (chance of success based on the civ's espionage ability score with a difficulty modifier based on the experience level of the ship and whether the ship in question is the civ's flagship). Only ships currently visible would be allowed to have a spy placed on it.
shiva7663
I'd like to see some combination of tweaks that would make a world with a low population but maxed out farm improvements (a "breadbasket of the empire" kind of world) a viable type of specialty build. In other words, a way to export an agrarian world's food surpluses to other planets of the empire. You could then have a high population world that would, for example, suffer a mass die-off from starvation if the farm worlds supporting it are conquered. The game mechanic for it could be analogous t
Alien tech should spawn a parallel branch of your tech tree, so that, for example, if you conquer three different civ's planets or spy for techs and get the same kind of top tier tech with different passive benefits, you benefit from [B]all[/B] of them. In other words, there should be a separate root available for each alien race's "acquired" technology. That would definitively prevent overwrites.
[quote]Starcraft is one of the biggest games these days, especially in Korea. People say its the best game ever made. [/quote] Sorry, but chess is the best game ever made.
In Groovy Green Peace, it might be impossible to prevent the demise of a minor civ too far away for you to effect the situation, early in the game. Still, sounds like a great challenge.
Just had another thought on this topic. Would having an economic might rating of zero due to a tourism-driven economy negatively impact Metaverse game scores?
Which bonuses you would have reasonably earned through trial by combat. One presumes the AI major civs could also benefit as well as they are able.
[quote]And a game play question - Korath have slave pits etc (so replacement for factories etc) so, will they eventually not have access to the standard items but only their own special items. Research labs are one that stands out. This would seem to make more sense.[/quote]Acquisition of enemy technology through conquest, espionage and tech trading will give them access to traditional technologies. If you normally play with tech trading turned off, it will be more haphazard, of course. <br/
I'm running Beta 2, Torians in an immense/abundant galaxy with max number of enemy civs and minor civs, and minimum difficulty setting. Tax rate: 0% Tourism Income: 1715bc/week Total Expenses: 900bc/week Treasury: 4248bc 24 colonies 96% approval With the above, I have an Economic Might Rating of zero. That doesn't seem right. It's as if tourism wasn't taken into account in the calculation at all. I'm running a strategy where I have the bare minimum
There would be plenty of reasons for (not very nice) people to do the tourist thing in Drengin space. Hunting preserves stocked with sentients, for example.
I'd like to see orbital cities: a new type of starbase that can accept Economic, Influence [B]and[/B] Military modules and support a population. It would be kind of like a planet with just an initial colony and starport on it, except that instead of planetary improvements, you send constructors to it to create modules. You could add a new category of module, too: habitability modules, used to increase the population cap of the orbital city, and morale modules to help keep the population happy.<b
I must just suck, because during my last game I regularly had to bounce between 0% and 100% production slider to keep from getting below -500 bc in the treasury.
I don't view it as cheese prevention to have circumstances where you'll not ever be able to build a Tech Capital after you've researched, traded for, or gained by conquest or spying the appropriate technology.
People who [B]want[/B] the expansion rushed out as soon as possible (Xmas holiday $$$ blah blah blah) are the kind of people who are deluded into believing that creatures with MBA or Marketing degrees actually have souls.
The main effect that adding multiplayer to GalCiv2 would have is that the forums would be sullied by multiplayer munchkins bellowing at each other in leetspeak. No thanks.
At the very least, someone needs to make a validation pass at the forum markup. That would cut compatibility problems way the heck down.
Ah, so this issue is not just a TA issue; perhaps I should discuss it on the regular bug forum. I don't have a save game from before and after the bug. I'll keep an eye out for it in the future, though.
I recently got a Jagged Edge event, and one of the planets they took was one where I was building a Tech Capital. I eventually recaptured the planet, but when I did, the place where the partially built Tech Capital was, was empty, and I had lost the ability to create a Tech Capital anywhere else. I assume the Jagged Edge canceled the improvement project, but that shouldn't take away my ability to make a new Capital. Is that a general principle in the game: if a planet with a fully or p
I wish that espionage were useful against minors. Some of the "minors" due to mega-events end up being more powerful than most "major" civs. Using agents against a minor civ with three times the player's population and production isn't "wasting" them.
One of the few games on that list I've heard of is Battlezone. Are most of these abandonware titles?
- I'm holding a candle for improvement with the Auto Explore Conga Line (where ships automatically scouting out territory would be aware of other ships' exploration efforts and act accordingly instead of choosing the same exploration path each time).
[quote]Unfortunately for me, the Terrans took issue with me nabbing Mars and Jupiter and declared war.[/quote] You think?! heh.
Super Nomad sounds pretty interesting.
[quote]God, Oblivion would so rock with multiplayer.[/quote]No, it would not.... [img]http://i5.photobucket.com/albums/y196/shiva7663/multiplayer.jpg[/img]
Does this event affect PQ0 uninhabitable planets? If so, that would be very cool.