The thing is, to my mind at least, ID implies purpouse. This is derived from the word design, when you design something you design it for a purpouse, for example the car was designed for fast, easy, personal transport and the watch was designed to tell the time. So here is the first problem with ID, in that humankind has no greater purpouse. We are not here to fufil some great destiny, we're born, we live, we die, just like everything else. If ID is true then all life has been designed and h
Hamsterific
In Galciv II there are two pairs of very similar races, their histories having been intertwined. This shows up in their TA tech trees, which are so similar they might as well be the same. The pairs I'm talking about are: The Drengin and Korath The Alatrians and Drath Now I think that these two pairs could be made much more different than they already are, in order to make playing them against each other more interesting. The point of this thread is to talk about how the
No feedback at all?
Hmm, this seems to have gone rather off-topic. But now that it is over maybe we can do something constructive by making suggestions about supplements/alterations to diversify the Drath and Altarian tech trees. It'd be interesting to see what others think. Before I begin I'll say that I've played a game as the Altarians, but not the Drath. Personally I'd like the Drath to play more to their strengths, which seems to be manipulation, if this is the case a tech such as Informati
I made another check, and I got the impression that the Drath and Altarian tech trees have more in common than the Dregin and the Korath.
I've just checked out the two tech trees, and they have the same structure. The Altarians have 4 techs the Drath don't, three only being availiable if you choose a 'good' alignment. The Drath have two techs the Altarians don't, the 'Invisible Hand' and 'War Profiteering' techs. So they are pretty much exactly the same. The question is are they set to remain that way?
What worried me is that on the Altarian tech tree the 'Majesty' techs, as well as the Precursor history techs are all marked as unique, but when I played the Drath they showed up as regular techs.
Yes but the technology trees currently seem to be [I]identical[/I], I understand they should be similar, but not the same. I may be wrong, tell the truth I'd love to be corrected.
Hmm, either way if the Altarian tech tree is just an expansion of the Drath one it would mean that neither are truely unique. At the moment I reckon they may be identical. I understand it's a work in progress but I was wondering if it was just me, or they hadn't been quite finished yet.
I am playing beta 4b. For Twilight of the Arnor I've started to play the different races rather than being staunchly Terran and Yor. I felt that as Stardock have implemented the wonderful new tech trees I should give them a whirl and see which one I prefer. The other day I finshed a game as the Altarians, and today I began a game as the Drath. I scanned the tech tree to see where the unique technologies lay and what was in store for me, and found the Altarian tech tree. All
Could you make it so that the 'Interstellar War Colleges' tech for the Terrans results in a building like the Arecean's Navigation Centres. I think it would be more interesting that way.
I'm not sure if anyone has mentioned this, but I don't think they have. Is there any reason why on the start up screen when I choose abundant for asteroids the outline is red. It seems logical that it should be green like the rest, but the asteroids border seems reversed for all stages. Maybe I'm being thick, but I'd like it to be the other way around, purely for cosmetics.
I've always respected Stardock because they didn't use one of the big publishers like EA or Ubisoft and therfore they kept going with a great game, improving it more major updates than most games I've played, DA is on its seventh I think and that was only released this year. Anyway the point is that a December release would be exactly like the big publishers, push the game out early and get the boost in sales, especially if it is following a truly great game, who cares what the fans think o
I think the influence heavy civ is the Drath, at least that's the impression I got.
I agree with Elvis, there is a distinct difference between a [I]species[/I] and a [I]civilisation[/I]. The Drath as a galactic power are not more. The Altarians however...
Viva la diversification! Anyway, from what I understand the slave pits for example have a heavy influence penalty associated with them, so if say, the Terrna s conquer a planet with slave pits they can keep them and the cheap labour and the penalty, or sell them and build ordinary factories, your choice. No morale resources will not affect the Yor to my understanding, but you can use the starbases to stop other races using them, and to expand your territory. Tech tradi
Well the way I see it it is a completely different style of play to yours, so I shouldn't imagine that you'd be playing as the Arceans. What it does do is it shakes things up a bit, so as Draginol said at the start you might be struggling to get those zippy Areans with the navigation tech, so what do you do? a) Resaerch Engines b) Make heavily defended transport fleets to conquer these ship producing worlds? c) Accept that you are on the defensive and start researching better weapon
You won't always want to build a navigation centre though, especially in tiny and small galaxies where speed isn't always of the essence. For an economical world for example, that doesn't produce ships (this is assuming that the +1 speed bounus is added at ship creation), you have and extra two tiles, which can mean +20% to economy, or morale, or at least 12 billion population or a mixture. In my experience that could tip the game. And an extra tile is always welcome.
Great update, the respawning anomalies was a fantastic idea, but maybe I'm being dense, but wasn't this update going to implement more mega events?
I have a couple of ideas: 'Happy Pills' A new drug craze sweeps the galaxy, raising levels of agression everywhere. This leads to -The xenophobia event switching permanantly on -Alliances are anulled and no more can be made making the Diplomatic victory impossible -All relations are reduced to either hostile or 'At War' -Civilsations recieve a moral boost while at war Summit of the Righteous All the good civilisations have attended a summ