I have to agree, now that I've grown yet more familiar with the GC2 system, that there is little more than tweaking necessary. Though bombardment would be nice, it's definitely not necessary. If your opponent doesn't have ships to defend themselves, then you just need to change all your ship construction to transports and take your time to make sure that you have a sufficient fleet of troops to make a successful takeover. If your opponent has reinfo
Jo
To the concept of seperate military and civilian populations I think your reason is backwards. True, not all the population is troops, but why would troops not be considered civilian when they are on their homeworld? Both pay the same taxes and consume the same food, so one could say rather that the troops are supplimented to the civilian population when they are not in combat. After all, the only time that your entire population is considere
To the concept of seperate military and civilian populations I think your reason is backwards. True, not all the population is troops, but why would troops not be considered civilian when they are on their homeworld? Both pay the same taxes and consume the same food, so one could say rather that the troops are supplimented to the civilian population when they are not in combat. After all, the only time that your entire population is considere
It just seems odd to me that if you manage to take out all of your opponents starships, until they build more, your fleet is useless. Let's say they start harassing your freighters with small, fast ships, and you build some warships to take them out. Then they decide that they don't want to have to spend money on better ships and don't build any. Then they've neutralized your fleet just as much as they've neutralized their own because there's nothin
No, this planet belong to the Yor collective; this is odd, I don't know what happened. Odd...
I'm wondering if it's possible to make a civ's only colony rebel thus eliminating them. I wonder because I was playing a game last night where I was dominating the board and I had a small civ stuck on one planet deep within my influence. The influence I was exerting was something like 25x theirs , but turn after turn they would not revolt. So I reitera
Simply, put a cancel button on the diplomatic negotiation to attack another race. I often want to turn a race upon it's nuisance neighbor only to find they don't offer the option due to their relations. Then I have to choose another race which I then have to cancel. It is simple just to clear up some simple hassle.