Actually, current way is very unrealistic and "gamey", a way to artificially spoil victory for someone (reducing joy element instead of increasing it), without some common sense. Why would your friend accept surrenter of your enemy if he knew it would lead to bad relations or even war? Why would weak race accept surrender if it would lead to its extermination? Why I'm forced to accept surrender of some alien race 5 parasecs away? (no yes/no button) Cur
player1_fanatic
What about Civ4?
One thing is sure. It won't be Thalans. Currently they are mistery race with no background. I even think someone from Stardock said they story will be expanded in Galciv3. Also, I doubt it will be any of signature races like Humans or Drenign. Don't think it would be Iconians, they are already tragic race for so long time. Killing them off just when they finally got "awaken" would be... stupid... story wise. Yor are just too cool to get out.<
On the other hand attack is cheaper so they've could built more attack ships for same time.
This is very common in DL campaign. But in sandbox I've seen only Terrans use it from time to time.
I'm pretty sure Thalans will stay, since their backstory still needs to be told.
Firaxis with its Civ4 made great progress in removing micromanaging elemets like this. I guess Galciv2 crew could learn from thier example.
I don't think market center is important at wolrd with economic capital at all. Economic capital modifies base income gained from planet, so it's good to be a planet with lots of population. Economic centers do the same, but they don't really modify each other.
So buggy End Turn after loading a saved game isn't fixed? (when you get turn for ship movment, but production, game date and research stay frozen)
Interesting, I seem most liked when I'm neutral, by both good and bad.
Sometimes big bad bugs don't get discovered in first 5-6 months, when normal post-release support is active (aka patches). What I usually don't like it that such bugs get fixed in expansion and for those that don't buy expansion... Well, don't get the fix.
Exactly... In my oppinion being able to chose to attack, for example, weaker of 2 AI fleets in you range in advantege. No need for some combat advantage.
I think in 1.11 readme is said that added option for more AI CPU usage although added, doesn't do a thing in 1.11.
In 1.11 Friendly was enough to get Alliance, not Close. And that together with being able to gift as much as possible even to someone who was "wary" (in one case I even gave up few planets, but who cares I won), and thus making all races friendly in same turn and making alliances was the cheesy thing that made me stop playing with Alliance victory turned on.
Simultaneous attack is only way to make AI space combat capable without needed a lot of work on AI (I mean 1 slot of expansion, not patch work). Sometimes it's better to make feature in such way to AI understand, even if someone could say it could make diminish game strategies. Why? Because it's SP game. What good is advanced strategy if AI is not capable of giving challenge.
Another thing that bothered me often. Usually when I start beating AI, so he is on defense, he just makes too often the transports that he sends to planet I left undefended. That's just way too good way to trap AI. I mean, he should try first to defend what he has, not lower his planed population making my invasions easier. It's not like he could hold in such way conquered planet if he has no proper fleet. Now personally, I think that rule when you can see enemy planet
Well I'm winning on Crippling with not to much difficulty, actually the most difficult part is the start, before I catch up. The parts of the game where AI is the worst are: -diplomacy and tech trading: good trade makes human come on top especially, if there are many AIs with diverse technology they don't share with each, also AI like to buy what you would consider obsolete tech, espeically as seperate deals, also they don't value more techs that give ability to skip several othe
If only PDF manuals where not just the "reprings" of paper manuals, but most recent update of the manual, including patches.
While no one may bother to sue you if your not making money off of it, its legal status has not changed because it's abandonware. Acquiring an illegitimate copy is still a violation of copyright law. So?
Can anyone list complete benefits of different alignment choices with Xeno Ethics? Since the one listed in the game don't seem complete of exact (weapon/armor tech for neutral?) The more detail the better, like how big is approval bonus for Netural races, what exact tech and buildings different alignment get and so.
They eventually do get woked up, in some scenarios, and start building real ships. It can be even challenging on higher difficulties. But, don't worry, when DL arrive these will be very tough missions. Still, this is something that needs to be tweaked for next patch. P.S. And personally, I find whole strategy of having no weapon ships preventing invasions cheesy. And making from it official AI strategy, instead removing it, even cheesier.
I think in 1.1 and before it upgraded after Discovery Spheres to Neutrality Centers. But it didn't with Invention Matrix. Now with 1.11 it does upgrade with Invention Matrix, but not with Discovery Spheres.