You definitely need to customise ships (in terms of adding weapons, sensors etc.). However, you can just use the included "templates" rather than designing the whole thing from the basic hulls. You can just upgrade existing models (if they are available to you) or use the "template" tab when you build a new ship. The template tab will give you access to all of the pre-designed hulls (i.e. defender, battle axe, destroyer etc.) and you can simply choose what components to add.<br
Franbo
I like the "nebula" idea, to give some "terrain" aspects to the game (movement reduction, and/or causes damage over time - which can be counteracted with tech?). Combined with the editors coming out in TA that could be very interesting. Franbo
I used them in my last game (which is nearly finished). Those spore ships are luvverly! Don't have to worry about using up population to fight the invasions... all those people can go to getting invaded planets up and running quickly. Nice! Franbo That said... I don't play in the metaverse...
[quote]To many of us, the flat 20k just feels too aribitrary.[/quote] I fully agree, a derived effect (which could hence be counteracted in various ways) would be preferable to an arbitrary limit. Indeed; I'd prefer no such effect rather than the one that currently exists. That said; it's not a particularly big deal for me. It's an annoyance no doubt; but within the context of this great game not a significant one. Franbo
Ahh, if they value it anywhere near 50k that would be why I've almost never managed to acquire one. By the time I have that much "spare" cash it's too late in the game to care about buying any loose treaties (I can always think of better ways to spend that kind of money than for a treaty). I've managed to snag a treaty when I offer mine in exchange, however that only applies to a single AI. I tend to treat treaties (both types) as a means to bolster friendliness with the AI (so
Howdy all, I'm wondering if anyone knows of any ways to make civs more likely to trade economic treaties. I seem to find that while I get everyone's research treaties; I never have enough cash/technology to get economic treaties from anyone (even piling in all the cash and techs I have results in a red response). I doubt I am any kind of economy expert; that said I virtually never have economy problems (usually stabilise my economy before my starting cash runs out).</P
Presumably by the time the opposition is in a position to influence flip your home planet you are likely to be in a pretty bad state already, such that additional penalties are hardly necessary... Franbo
I can't recall for DA, buy in TA you should be able to see it on the tech tree (further up the tree, you don't automatically have it researched). Franbo
Here's a thought... As I understand it the penalty is meant to represent corruption when huge amounts of money are sloshing around (sub-prime anyone?)... how about reducing the penalty depending on the number of secret police centres you own (perhaps proportion of planets with centres to planet without in your civilization). Franbo
I must confess I would prefer if the targetting worked somewhat differently; i.e. every ships targets an untargetted ship until all have at least one target, and only then does doubling up occur. With a few additions... unarmed ships not targeted until all armed ones are dead, and perhaps allow focused targeting as a civ ability, researched technology or ship component. I can't help but feel this would remove some of the abuses of the current system and enhance the importance o
Many have been raised/discussed elsewhere so I'll keep it brief in the interests of clarity. (1) Change civ colours so that there are less Grays. (2) Reduce pop-ups and facilitate access to relevant info (as per [link="https://forums.galciv2.com/?forumid=162&aid=173363"]Link[/link] suggestion). (3) Ability to upgrade ships on planets using resources rather than cash. (4) Ability to "maximize" size of list windows/sections in diplomacy screens (as per [link="https://forums.g
Following on from my last post: ... getting a full size reply window now, good work guys (and the enlarge editor commands seems to work fine now as well). Franbo
For what it's worth I'm seeing the tiny reply box as well. When I enlarge the editor it then moves to the top left of the thread (which in long threads can be a great deal of scrolling up to find). If it helps: IE Version: 6.0.2900.xpsp_sp2_qfe.070227-2300 running on Windows XP.
One I quite like is get them to go to war with each other (via trade screen, money or tech as you prefer - I prefer money usually). I always aim to make sure that every civilization is in at least one war at all times. Combined with having a top quartile military that tends to mean you can avoid wars until you want them. Franbo
The "Carrier" thread can be found at: [link="https://forums.galciv2.com/index.aspx?AID=133868"]WWW Link[/link] Franbo
Hi All, Just curious to know what people think of the 1-hp rule; would people prefer for it to be removed? Personally; I would far prefer the rule to be removed, if ships mutually destroy each other then so be it. Franbo
Nice, this would be useful.
As I understand it it doesn't quite double your income overall (although I haven't tested it personally). I believe it doubles income "before" any cvilization economic bonuses (e.g. if you have +40% economy, the doubling will happen before the application of the +40% bonus). That said; it is still awesomely powerful. Franbo
I'm not sure if higher maintenance is the answer (too new at the game to say with conviction). That said; anything that encourages more use of the smaller hull sizes later in the game (without breaking other game dynamics) gets my vote. Franbo
Indeed. That said; this post is not about the superiority of a human to an AI (which could be a long conversation of iteself). Perhaps a clarification is in order; the question is: "Does having Tech Trading on makes the game relatively easier or relatively harder."
Just a quick poll to see what people think: To me it seems like having Tech trading on definitely makes the game easier; for three main reasons: (a) You can make lots of cash from selling old/obsolete Techs - very useful before your economy stabilises. (b) You can acquire many Techs rather than researching them - which allows you to both focus your own research and/or develop a stronger production infrastructure. (c) It is easier to influence AI diplomacy (I think that
Indeed. The debate is in the "common topics" thread which is a sticky at the top of the message board. You can find it [link="https://forums.galciv2.com/index.aspx?AID=133866"]Here[/link] That said; the official position is that it won't happen in GC2, but that it may in a future sequel (i.e. Galciv III).
It's probably due to my lack of knowledge more than anything else (still fairly new to the game) but I find the following virtually essential to get my economy working: (1) Racial Economic Bonus (2) Racial Population Growth Bonus (3) Racial Influence Bonus (4) Anomaly Harvesting (5) Rapidly Tech up to Republic (6) Rapidly Tech up the financial structure trees I find that without doing/having these the early game rapidly becomes a tedious and unpleasant grind
Personally I'd rather the ship battles (if they are ever added to the game - this in itself could be a huge debate) were turn-based mini-games rather than RTS (that said; I did love the homeworld games - in fact, I think I just might re-install ;-)). The problem with adding ships battles is that it would likely either be: (a) fairly simplistic (and perhaps of questionable value within the context of a large scale strategy game - although a simple on/off toggle would solve this)
Their use depends on what settings and strategies you play games with, but a few of them could be: - Economic Trade Partners - Technology Trade Partners - Source for ships (whether buying or selling) - Access to developed influential worlds (if you conquer them) - Lightning rods Some very useful roles they can play. Personally; I wouldn't mind enhancing them a little so that if they happen to be in a star with multiple habitable planets; they start with