This is why I always keep several transports on my planets. That way if the Jagged Knife show up, I can send a quick force to retake all my vital planets, as well as snag other races' JK-bogarted planets close to my borders. Then it is usually a simple matter to slowly eliminate the non-vital JK planets one by one, assuming I don't have the military might stockpiled to take them on already. I can usually eliminate the JK before they get more than a handful of ships out of their slips.
Vangkao
[quote]Sorry if I beat you too it. I was just trying to come up with a scenario where the Yor would use culture a bit more. I'm not surprised that you mentioned something like "the goodlife". I did try to mix in virtue ethics to justify organic genocide. In any case, the stuff you mentioned sounds interesting. Is any of it worth looking up? [/quote] No worries on beating me to it, you covered the idea well. As for the Berserker series, they are being repackage
Actually, the Yor do get Mini-Soldiers. It's my favorite tactic for taking a planet with 100% Loyalty. The only time I don't use it is when the planetary loyalty is less than 75%. Better to use all that meat against itself with Information Warfare in that case and it makes my inner Berserker feel all cold and efficient inside. ;) Nothing says efficient quite like killing off a few thousand Goodlife by softening up the defending Badlife. :HOT:
Yeah, I would love to see space-native creatures in the game too. It would be like a homage to MoO & MoO2 and it could explain where the Dread Lords got the genetics to create living spaceships in the first place.
Hmm, I suspect that there is also a keyboard shortcut to select all vessels in a stack so that one can create a fleet faster. But if there isn't, that would be a really nice option to have. Especially when I make fleets of 25+ tiny hull ships. =>
[quote] Speaking of nuisances, wouldn't an effective defense against Terror Stars be to build flocks of fighters and surround your stars with them so that the Terror Star can't get in close enough to detonate them? That reason alone is enough to justify giving Terror Stars some weaponry. Why bother, if you have a screening escort of fighters or frigates to punch through? You'll need those anyway to insure safe travel to the target, if the AI is at all
Okay, I've built a Terror Star immediately after getting the first tech and they work fine now. But if you try to research the other techs before building a Terror Star, then they will never work. As for Terror Stars getting weapons, I see no reason why the ultimate battle stations shouldn't get at least the Battle Station techs. Just enough to keep the tiny and small hulls from being more than a nuisance. Speaking of nuisances, wouldn't an effective defense against Terror
[quote]Vankao and Corydorf question did you research the first tech of terror star and then build it. Then did you researched the rest of the techs. And finally did you try to add them or did you just research all the terror star techs and then start to build the terror star until you had the problem. Just curious. [/quote] Hrm, actually I researched all the techs, then built my first Terror Star. I'll try a game where I build one after the first tech. If that is the problem, then I w
Okay... so how do you add more modules to it? I've researched all the Terror Star techs and the game still won't let me add modules with constructors.
Nice, it is pretty similar to the arguement I was going to make based on the "goodlife" from Fred Saberhagen's Berserker stories. (Goodlife being living beings who have joined forces with the Berserker machines that wish to destroy all life in the universe) Hell, I'm surprised that no one has brought up the Berserkers yet. They will try [U]anything[/U] to acomplish their genocidal goals.
[quote] The game ends when it ends. There's no time limit, so yes you can play until you win. I mean with no victories. For example, if I whip everyone else on the galaxy and win by conquest, can I do what I do in Civ: "Wait! Just... one... more... turn... !" ? Thanks guys! [/quote] Sadly, no you can't. Once you achieve a victory the game ends and it's time to start a new game. If you're careful, you can "preserve" at least one othe
While I don't see a problem with a few Moral Choices having a few perks, I think the whole point of the moral choice system is to show that following the path of good is a hard choice that not everyone is going to be able to follow perfectly. There are a lot of times when having that extra +37% production bonus from enslaving a planet's natives can come in handy. On the other hand, as a fan of the Alien saga, I really wish that the moral choice "Take off and nuke the site from orbit, i
[quote]i've built multiple Terror Stars and cannot blow up a single star system. Inhabited or not. [/quote] Me either, it says that I have 0/0 modules to install. Are we just missing something simple that everyone else is catching? For the record, I'm playing Yor. The Terror Star modules don't count as "Influence" modules, do they? :P
[quote] I thought the Yor had 100% Loyalty, meaning near-immunity to culture flips. And the JK is a Minor Race - they can't be flipped by influence. Anyway, Stock Markets are a much cheaper way to stop culture flips than maxed Influence Starbases. Each gives a 5% bonus to influence, so turn all your flip-risk worlds into cash cows, so you won't need so many expensive starbases. The Political Capital and Re-Education Center could also be deployed in desperate scenario
Actually, I have to be thankful for the Jagged Knife spawning late in the game. I was playing Yor in a Tiny map against the rest of the AIs and only through luck, perserverence, and switching my Xeno Ethics to Neutral was I able to survive the Terran Cultural Onslaught. It took multiple maxed Influence starbases just to hold onto my two initial systems and even then I lost colonies on those worlds. I was reduced to the East corner sector with smattering of various starbases around the map. A
[quote]There are a lot of good comments on color here. Please remember that there are many of us who are color-blind and/or have vision problems. Please add non color clues in addition to color. J [/quote] I am red/green colorblind and for the most part I have no problem with DL, DA, or TotA. But I do have one problem (please excuse me if it has been stated elsewhere before I searched the forum but didn't find anything) in the game. When it comes to sectors on the planet map,
Wait until January. Quality wins out over speed in my opinion. Hell, postpone it until a mid-February release and it will be out in time for my birthday! Oh, and for the record, I'm saying this as someone who is NOT in the Beta.
I've looked at buying this game for a long time now and finally grabbed it last week. I wish I had done so a lot sooner now. I too am a longtime Master of Orion II player, and I find that Galactic Civilizations II is a very worthy successor, much better than Master of Orion III ever was. What I really like is how one can plan out the development of (almost) the whole planet from the moment you colonize it and just let the planet develop itself without need of a lot of fine tuning. This beats
(edited for clarity and typos) No, modding them as a "not evil, neutral at best" playable empire, displaying symbolism that is legally banned in several European countries is. (And with banned I don't mean an 18+ rating. They're illegal, period.) Who said anything about modding them as "not evil"? The whole point of modding them into the ga