The big thing that everyone forgets in the good-evil-neutral arguments is the diplomacy aspect, which is actually quite an advantage for neutral. See: Good: Good - great relations Neutral - indifferent relations Evil - hostile relations Neutral: Good - indifferent relations Neutral - great relations Evil - indifferent relations Evil: Good - hostile relations Neutral - indifferent relations Evil - great relations<b
Jeff Graw
Don't forget that neutral is also the best diplomatically. Evil races piss off good races and vise-versa. Neutral races have far less enemies. This is *very* important if you have a diplomacy centered play style.
I never did manage to win this size game at Suicidal, though I intend to go back and try again some time. Thats funny, my three metaverse scores have been tiny galaxy suicidal wins, and I consider you to be a much better player than I. Goes to show you how different play styles work better on different map sizes. IMHO, the key to wining suicidal
Eh. Anything to do with nerfing engines, making them bigger, more expensive, or limiting the number of engines allowed has a fundamental problem: These strategies are more effective at combating blitzing with bigger maps than smaller maps. I think that having transports wait one turn is a *far* better solution that works across all map sizes equally.
don't you think the average player would completely obliterate any opposition in the area that could be perceived as a threat before moving said transports? If they can do that, then don't you think they deserve the planet? Also, if there is a problem in that area it can be solved by having the AI put more engines on their ships.
So basically all you have done is give the AI a single turn to repel a dozen invasion transports. I grant you, giving the AI that single turn is more than it has now, but I dare to say, it will not do the AI much good. I disagree. If you can launch those dozen troop transports and defend them for one turn then I think you probably had enough
The biggest gripe seems to be blitz invasions, and not so much fast warships, as the AI "does not have a chance to respond to potential threats". Want an easy remedy? Have planetary invasions require full movement points (yes, you would have to park your transports next to the enemy planet for invasion the next turn). It would not matter how fast they got there if they had
20 years here
Masters of Orion isn't dead. At least you can play a multiplayer game with it on a LAN. You can't to jack with GalCivII. Granted it's a nice singleplayer game, but its multiplayer ability rates zero. I agree that Galciv hasn't dethroned MOO, but for reasons other than the lack of multiplayer (reasons such as far better tech trees). I think that
huh? i'm confused, did you mean that the good's 'starbase' defences never become obselete?? What super modified version are you playing anyway???? He's talking about ship defenses.
Neutral is the way to go. You make less enemies when you're nuetral. You also get the NLC, the best research center in the game. The costs of buying things outright is lower, and Evil's free starbase bonus isn't that good because you don't need to pay any extra money to fully upgrade an economic starbase, and econ starbases are 10 times more usefull than influence or military starbases.
Space Rangers 2 also had a strong showing placing 4th overall.
Heh, you obviously have very little knowledge about console games. For example, at this point in time, you just cant build a PC with the capabilities the PS3 has. The PS3 is truly an amazing piece of work. And to top it off, it only costs $500. Even if you could manage to build a PC similiar to the PC3, it would cost you literally thousands of dollars. <br
Nothing beats a good research advantage, because research is the key to everything. The great thing about Galciv 2 is that military, diplomacy, or economy could also be the "key to everything", depends on your playing style. For my style, diplomacy is the key, followed by economy, followed by military. Research isn't that important because I can
Currently, at late game star base defenses are really weak, so weak that it's not even worth arming them, and what's the fun in that? Therefore, I would like to propose for DA (if it's not too late) a relatively simple feature to balance the star bases. What if for every generic module that added, the star base gained 1 HP? And for any defensive or offensive module, the star base gained 2 HP? In this way a fully upgraded star base would be far harder to destroy, and star bases
Star bases can sometimes hold their own early in the game, but late game it's pointless to arm them. A note about using constructors. Set a waypoint where you want to build a star base (small arrow button on the far left), and then set your constructor producing planets to relocate constructors to that waypoint (little circle-like button next to planet icon on the bottom middle part of the interface). This method is a lot more effective than creating fleets and sending them out. I like
Great idea, Jeff. I'm sure we have friends over there who would be glad to help us out. I just started a thread in the Civfanatics Galciv 2 section. Hopefully it's not seen as advertising.
Good news. Galciv 2 came in at a good 6th place showing in Gamespy's top ten PC games, winning the TBS award too! Space Rangers 2 also did extremely well, taking the 4th place. Congrats Stardock!
Yes, good idea with the emails! Some quick math (100 / 5) shows that we need at least %20 to be able to win. Maybe it's time to start informing the Civilization and Master of Orion boards?
up to 241 votes but back down to 12%, damn.
Voted. Ah! down to 10%!
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Given DA's huge scope of changes, I wouldn't be surprised if a lot of people still played DL. DA and DL offer different playing styles, and --this is coming from a beta tester-- if other people are anything like me, I think they'll play DA until they want something different, and then change back to DL, and back to DA again, etc. It's all about the kind of game you feel like playing at the moment.
"In SEV the economy is simpler, but more detailed." This is true, in SEV there is more micromanagement, and less strategic choice. In GC2, you can switch from 100% research one turn to 100% production the next. This is a major civ-wide strategy choice that requires no more then dragging two sliders. God I love sliders. One click and you get the j