Then all you have to do to squash your enemies is to never EVER research your own defenses. If you don't research them, no one else can get them. Stardock would have to program to AI's to do the same thing. Once again, no one could defend again any attacks, and the game loses much of it's strategy.
catwhowalksbyhimself
It would be hard to think of a weapon that didn't fit into on of those three categories anyway. And if each had a type that no one else could defend against, then what is the point of defenses anyway? That makes no sense and would make it a worse game. The three types is great as it is.
Some times, too, the statistics themselves make no real sense. Sometimes they just happen that way rather than being any real cause and effect, but it effects the companies bottom line the same way in either case. Which, by the way, brings up a forth market force that affects prices--operational expenses. Expenses for the insurance companies are more the higher the chances get they'll have to pay.
We already have those in the form of mining bases. Such bases would be too small to launch ships or anything else. They would also be far too small to have even 1 tile on them. So you can assume that they do indeed exist in the game, especially since you can build asteroid bases anyway.
[quote]and currently to charge an electric car it requires that much power[/quote] Sigh. No. They don't. There are people right now that have electric cars and live in entire self-sufficient houses. Electrics cars are not quite THAT power hungry. They just take forever to charge and have relatively low charge holding. But some of the ones being worked on are much better. Those problems will be solved, and relatively soon.
[quote]electricity just moves the tailpipe to the power plant.[/quote] And power plants are generally FAR more efficient then a small gasoline engine and produce comparitively less emissions, if that is your main concern. However, you are making a huge assumption about powersources. Electricity is very flexible. You can produce it from just about any possible power source, anything from sunlight to fossil fuels, to water movement. Cars running with electric engines would ess
[quote]Out of interest what was the actual word used to describe early Christianity since ‘Way’ is obviously English a language the early Christians wouldn’t have spoken or at least few of them would, as Christianity did take a while to spread to and across Europe. I would guess something in Hebrew and wonder if it’s a direct translation or a modern interpretation.[/quote] Greek actually. Give me a second. . . transliterated in English characters, it would be hodos, which can
My only concern here is the fact that the name of their religion is the same as a real world one. You know it better as Christianity, but Chrstianity was originally known as The Way. One could see some reading into it as some kind of negative representation of Christianity, mostly because of sharing the original name for Christianity. Now, being what most of you would consider a highly religious Christian myself, I don't consider it a huge deal, and am pretty sure that this was not do
Hydrogen powered cars are a stupid idea that will never come to pass on any large scale. They are incredibly inefficient. As has been stated, it takes a lot of energy from other sources to convert water into hydrogen in the first place. In most cases, the power source used could just as well be used to power the car directly, or the electricity used to create the hydrogen could be used to do so. In addition, hydrogen is a pain to store. Fuel capacities for hydrogen cars is relativel
First of all, the link in your first post is broken. I had to figure it out for myself. Second of all--it's not very active. The latest stuff posted for most games are months (as in more than one) old. The more generic section looks to be a bit more active. There are other forums for these individual games that are far more active and have more stuff than this one. Like the one I'm posting in now, for instance.
I've done some basic study of economics, so let me break it down for you. Wealth basically = work. The more work an average person can get done, through machines, automations, and whatever, the more average wealth there is per person. When people first began being replace by machines well over a century ago, a lot of people lost work. Yet compare early industrial revolution and before, where a day's work was sundown to sunup 6 days a week and sometime seven, no free time and likely j
That part of the game is boring to me. I prefer the challenge of not being the most powerful and fighting my way to the top. The closer I come to losing, the more fun it is when I win. When I get to the point where no one can touch me, I just want to win the game quickly so I can move on to something more interesting.
[quote] However, he rises a valid point: You DO research more or less blindly, because the techtree doesn't exactly tell you beforehand what you get. Makes it harder on the beginner, until you know what the improvements are. [/quote] True, but that's true of every 4x game. There's really no avoiding it completely, although I understand some of the changes in the new expansion should help. [quote] I think he was expec
[quote] The ability to place a mining base or other type of non-population-growing outpost would be nice, though. There could be modules that would increase ship speed in the area like military bases, influence booster modules, etc. [/quote] Such a base would be too small in effect to make any difference on the type of scale GCII is based on. In fact, you can even assume that some of those quality 0 planets even have some very small colonies on t
I have been playing turn-based strategy games, including the civ series, the MOO series, and Alpha Centari for many, many years, and let me tell you, I don't know what you're talking about. This game is fantastic. The AI is known as being one of the smartest in any game, although I've heard that it is pretty dumb if you play it on the easier AI levels. That's what you get if you play it in easy mode--it's easy! Sheesh. Some of your other complaints are actually features, in
[quote] I've actually seen a minor race become more powerful than a major. Must of been one weak major. [/quote] Not really. Said minor had 6 or 7 planets, a sizable fleet, and better technology than I did.
I've actually seen a minor race become more powerful than a major.
In the interview linked on the main site page it is acknowledged that this is an issue and it is promised that Galciv 2.0 will rebalance super abilities.
Will Minor Races ever be able to do some amount of colonization? I've seen minor races do quite a bit of colonization as it is. In a few rare cases, I've actually seen them get as large as some of the smaller major races.
Sorry to sound sour, but will you also be able to made AIs handle those unique techs? Handle it well? You're not giving the game one or two new techs and corresponding items, but several dozens if them, each requiring its own (substantial?) AI's chunk of code. Not necessary. As far research goes, the current system, which simply uses a priority rating for each tech, would work perfectly fine with the new trees. Even the improvements and compon
You have to have your own ship designs saved as templates. If you don't have any, that would be why the button is all grayed out.
What I think would work pretty well, is if the results from ethical dilemmas depended on the natural alignment of the race. So an evil race like the Drengin would get similar results to what we have now. A good race would get bounuses from picking the good choices, basically the reverse of what things are now. Neutral races would gain a less bonus from neutral choices, than the other two from their natural alignments, but would also have little or no penalty for the go
Well, I did read up on the game before buying it, and Wikipedia mentions the way the economy works. Even so, I probably would have seen the deficit I was getting, and dealt with it in precisely the same way I normally do anyway. Lack of money in these games is lack of money, however you are forced to spend it.
It all depends on how well the game is organised and backed up with a good tutorial/manual. I find most games are at least playable first up but there are generally a few things you want to know and cannot find out without help from a forum or other outside support, Galciv is one of those. A game like Civilisation 4 on the other hand, gives you such a nice manual that it leaves you wanting for nothing which is the way it should be. On the other extreme end of the scale
So, knowing that i've tried to get as many worlds with 3+ billion as quickly as possible. 3+billion is a rough estimate of when a planet can support itself, assuming it's not too built up. Somewhere, somehow, in many games i will hit a point where i just can't afford everything i'm trying to achieve anymore, don't have anything left to trade, the AI has no money to offer where i can trade and i get stuck. If you're playing near your limit, this should probably alw