I like every new feature so far. Especially that Yor becoming more like robots should be. And this too: [quote]Seventh, we modified it so that when you focus on research or production that there's more wastage when switching from research units to industrial units or vice versa. Doesn't really make a lot of sense that the two were so fungible. We may do more in this area in the future.[/quote] Totally agree. What I would like to see in future is some spy system and economy slid
unit171
Ok, thanks
Dont want to create new thread to ask this, so I'll ask here. In DL version 1.5 (from Gold Edition) how does damage mechanics work. Is it like in DA: one shot per each gun you have on ship or like in early DL: all guns damage sum up to single shot?
[quote] Is there a problem with the number of habitable planets under 1.8? There are a number of bug reports claiming that new games started under 1.8 had very few habitable planets. The number of habitable planets was reduced in an effort to reduce the memory usage. We are going to raise it in another update shortly, but not to the previous levels. [/quote] Thats becoming
this isn't necessarily an exploit; it can also be viewed as a strategy. I can not agree on this. Player can get enough production points with the production spending slider set to 0; And I, honestly, can't think a way how to assembly a battleship in research labs. This is plain wrong, and actualy because of this thing I dont feel desire to play game anymore. it takes a lot of cash to make this strategy wo
Hello. I guess many of people here, know about economy "issue" in GalCiv2 when you can get more planet output points by building all labs or all factories and focusing planet on opposite (while moving absent buildings spending slider to zero). I think that works because of other really odd economy rule in the game - player cant keep all labs and factories work on full capacity, he needs to divide some unclear 100% (what is it anyway?) between science, soc. production and military p