Morale is the best for a race pick, since it leads to higher taxes and thus better morale. Also makes it easier to put cities to 100% which also doubles growth. As for parties, if you already chose +20% morale for your race, getting Populists isn't really that much needed.
player1_fanatic
To make less exploitable jumping in tech by taking newest weapon or defense tech only, AI should price such tech with its base price, plus price of all prerequisite techs that player doesn't have. And even maybe something extra since it is top AI military hardware.
Focus on social is the key. At least for my smaller planets which have no more then 2 factories. That gives enough edge to finish buildings a bit quicker. Biggers ones get at least 3 or 4 factories.
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1). 2) Doubled growth from 100% approval should be removed Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough r
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1). 2) Doubled growth from 100% approval should be removed Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough r
Really, it's shame that something like Civ4 Civilopedia is missing in GalCiv2. Exempt of a way to easily indentify what every thing does (without looking at manual, since manuals usually do get obsolete after several patches), it could've been a place to flesh out racial descriptions (there is lots of back story to tell). So IMHO, this is something that really needs to be done for expansion. Encyclopedia Galactica we need you! P.S. It could also b
I bought GC2 off the shelf the day it was placed on it. I played the beginner level, and as predicted I won without a sinlge issue. So I elevated myself to the rank of normal. and I have yet to win a game. Ok We all know the game cheats, as a way to counter the effects of our ability to strategically think, but this is rediculous. Just about every civ out researches me, a
I only use life support to extend range of my trading fleets. As well as for my specially designed "first contact" ships.
Tech trading turned off is not solution, it's workaround. Bad one never the less. Killing game core features for sake of gameplay. And it could also hurt, AI since they between themself can't trade then.
TURN OFF TECH TRADING....problem solved. Sheeesh, no need to patch the game or whine about winning this way. Just use the settings provided in the game so you can't trade tech and then you can't win this way. It also makes the game harder as yoiu have to research everything to get anything. Removing crucial game features doesn't make game bett
At least UN win in Civ4 is bit more difficult. I never suceeded in getting it, although I played CIv4 all the time. P.S. Btw, implementing some Civ4 UN abiltiies to GalCiv2 would be nice. Like having general secretary who in fact posts proclamations to be passed in united planets (not just random thinkgs like it's now). P.P.S. As someone said, change of eagerness to get ally from 1.0 to 1.1 definetly gave it's ugly side. While I don't think h
Agreed... Btw, I never played Galciv before 1.1
As for Civ4 comment, regarding "tech-whoring" (seperate problem from 1-turn diplo win gambit): Well if you want AI to act like Human, then they need to use something similar to Civ3 model. I mean that's what human player does all the time. Agressive trading. With some spicing of Civ4 model when some particular techs AI won't trade for strategic reasons (to neither player or any other AI, otherwise other AI could spread it to someone else). Combining this with mech
Update: I just got another Diplomatic victory. Now on Crippling difficulty, Terrans, large map with 9 races. It was very challenging game until I conquered Torians (and bit after conquest when Drengin invasion was probablity). Then after some build up and tech trading, I become 2-3rd world power (with Drengin being the 1st). After some trade missings with my freighters and mostly peaceful exsistance, I concluded that all races had neutral or positive re
Actually the leader of that minor civ the picture is taken (something on A?) does have name that it pritty human like. Some Wilson or something?
Civ4 had much better trading. It fixed all "tech-whoring" exploits, by making some of AI not really in mood to trade some of thier newest tech to anyone for some time. And later will trade, as long as player is not the one with big tech advantage (when they also stop trading).
So, only useful version of Orbital Fleet manager (the free orbital manager) got removed duting beta? Pity... But I guess it was too powerful in hand of human players who don't like to waste slots for Orbital manager on all planets...
I agree with first poster. Game is good, but there are many minor annoyances.
You mean race picks? Morale, hand down. Higher taxes, and easier to maximize approval to 100% and get DOUBLED growth rate (compared to 99%).
You can "grab" the map with the left mouse button and move it around by holding it down. You may never want to edge scroll again. I use grabing all the time, since I don't like how scolling is implemented (too slow and doesn't work on corners). <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Table"
In conclusion: +100% growth is big thing!
Something close to 5-10% economy bonus?
As far as I understand: -Growth depends from approval. City with approval of 60% will grow 20% faster then city with approval of 50% -If approval is above 75%, add extra 25% growth -If approval is 100%, add extra 100% growth!!! So what can I see, is that if you plan to pump your economy with growth, you need to lower taxes as low as needed to get 100% aproval, since 100% compared to 99% doubles city growth. So lower taxes, add entertainment centers, research morale techs,
Yor and Darth are races with best core abilities.
Well, I guess it would not be so easy, if I needed to conquer more then one race or something. Not just get tech lead, due to tech-whoring and buy out diplo victory. Anyway, it was my first (and probably only) game on Tough, since it obviosult can't challenge me. I'll probably more to Crippling with its 25% economy bonus for AI. But I don't think this will solve problems I outlined, just pospone them a little.