For 1.2 I suggest a change that unused military production is transfered to Soical production if any. It should both ways. Currently, if I have planet with no starport (like many small research colonies I have), I always put focus on social production during build up so there is less unused factory ponential. Yes, mony is not wasted if not building military, but factory potential is. After everything is build up I toggle focus to reseach. I have no pro
player1_fanatic
I ment levels after Masochistic (Obsene and Suicidal), they all have Incredible AI like Masochistic (200% Economy). So what's the other non-AI related thing that makes them more difficult. P.S. If Gifted AI is less then 125% economy Genious is, I guess I'll skip it and go straight for Crippling difficulty (with genious AI). Intelligent was too tame for me...
Neutral rocks. I usually rush for alignment pick, so I can get moral boost, skip terroforming techs get trading bonus and uber research building. Also, alighment tech enables those crystal trade goods that boost morale even more. Anyway, I think neutral is best to go from economy reasons. Anyone disagrees?
What does it do? I can't find it in manual. Intelligenct opponent has 100% economy and all AI algorithms, Genius has 125% economy and all AI algorithms, But Gifted is in between and not documented anywhere. Also, what exactly mean last 2 levels of game difficulty which don't increment AI intelligence?
My first Tough game, 9 civs, large map. After I conquered one of them I already got good technological edge. So just for the fun I started gifing techs, but to my suprise, several techs where enough to buy alliane from all civs and achive diplomatic vicroty. Was a bit harder against Drengin (needed more techs), since I was human, but not that much. So that's how I got my very unfullfilling diplomacy victory. Good tech advantage means auto-win. . <b
I would also like to know the answer what actually Gifted difficulty means (between Genious and Intelligent).
Hmm... Isn't one month for release patch a bit too soon. I mean you can't really fix all documented issues that quickly and prevent other form appearing. I mean, if internal betatesters get incremental builds once per week, that's just 4 builds, a bit too little for enough feedback. Just my simple observation.
By the way, does anyone know could bug such as this be temporary be fixed though the moding? I mean it is defiently something with behaviour of Dreign, since I don't think other races suffer from this. So maybe some tweak somewhere could fix this...
Hmm... I didn't know that. By the way, is there any guide or something where I could find more about mechanics for the game? (with 1.1 patch rules or something close)
I experienced unarmed Dreign ships too in campaign. Both first and 2nd missing. I wonder is there point playing 3rd one with this patch? (just starded playing GalCiv2 immediately with 1.1, so maybe i'll switch to sandbox for now) Victory in 2nd mission was so easy (on tough). I just built ships with minimal weapons and destroyed everything (exemp one star base they armed). Then gone straight for planetary invasions and won. I mean, if it's not a bug
It is big deal in a way that it annoys users and makes them either exit/enter evey time they select production to see actual build time, or do a two time click or prioritize button.
using 1.1 When I point mouse cursor to military production number I get nice explanation how is production calculated. But when I do same with social production or research, nothing happens. Bug or lack of feature? *Btw, it would be handy if few other indicators gave explanation, like income, expenses and few others that don't do neither.* Also, I noticed that if you don't produce any ships or have no starbase, military production is wasted. In tha
But doesn't armor only protect against Mass Driver weapons? Also unavailable in first few missions.