ZornsLemon

ZornsLemon

Joined Member # 2827875
0 Posts 32 Replies 85 Reputation

Just allow spy to be placed on the colony tile for info only. The limit of 1 spy per planet seems artificial to me, but I'd accept that solution. Spy Nullifying already greatly favors the defender. Counter-Espionage building permanently ends spying on that planet, and provides a Morale boost. And the AI never uses them (that I have seen). Everyone in this debate always forgets to mention that.

52 Replies 29,183 Views

I like what the new spy system brings to the game, but I think it can be made a lot better with just a few tweaks. Here's what I would change: - Allow a spy placed on a planet to be either on a tile or not. Add a little sidebar of "observing" tiles on the spy placement screen. An observing spy gathers intelligence as normal, but do not disrupt any tiles and cannot be nullified. A spy placed on a tile behaves as in the current version of the game. - The spy-nullifying system

52 Replies 29,183 Views

Most game combat systems baffle me, especially civ's, in this regard. Yes, some of a tank's/starship's/etc defense is luck-based (e.g. weak points, random system fluctuations) but a lot of it is guaranteed. Spearman defeating a tank is nonsensical because the guaranteed part of a tank's defense nullifies any possible spearman attack. This is why I prefer combat systems that include some form of flat subtraction due to defense. Spearman rolls 0-5 attack, tank rolls 20-24 defense, the end. I

58 Replies 27,612 Views

But since you need a money to turn "point production potential" into real research and industrial points, this limit may not be an issue. If your economy cannot produce enough money to fund all that production, that higher potential does you no good. I agree completely. The thing is, I've found that having a surplus of money is not an "if" but a "when." When the game does reach that point, it seems to me that the economic system breaks down and the d

44 Replies 16,614 Views

I'm a complete newbie at this game (only been playing for a few weeks), but allow me to give my two cents. The issue in my mind is the interplay between the two resources in this game: money and potential production (i.e. # of tiles that can be dedicated to factories or labs). At any given point, one of these is the limiting factor for my empire. The all-labs or all-factory approach is extremely difficult to pull off at the beginning of the game, when money is the limiting factor. Yo

44 Replies 16,614 Views

Actually, thinking about it a little more, I think the issue I have has more to do with ship range than it does with crossing borders. It feels too easy to get range on ships. Even if I have vastly superior weapons technology, I feel like I shouldn't be able to march right up to an enemy's core planets and capture them on the first turn or so of a war. Similarly, it should take some effort for my rivals to be in a position to scout out my empire.

39 Replies 33,916 Views

In the GalCiv2 universe, patrolling space is easy. I park a bunch of sensor-laden ships around my territory and I detect unauthorized entry. The point is that I wouldn't have to enforce my borders with outposts or whatnot; I'd just call up the race in question and tell them to get out. That being said, the notion of "you cannot enter my territory without declaring war" doesn't make much sense in GalCiv2, since you aren't guaranteed to have complete sensor coverage of your territory at

39 Replies 33,916 Views