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IBNobody
hs (and Galactic Wonders) that add numerical constants (+10 economics, +10 trade, +10 diplomacy, etc) are just plain dull. - Nobody
sdoings. It was a very entertaining strategy in MoO1, but I think it lost some luster in MoO 2. You could pit once race against another while you steer clear of combat. - Nobody
Will there be more espionage options than in Galciv 1? Before, you could only spend money to learn about a race or spend money to "destabilize" them. (I never figured out how exactly destabilizing someone actually affected them, but I understand the concept.) 1. Let us steal techs. (Having a minor race steal for you isn't the same.) 2. Let us sabotage our enemy's starbases and planets. 3. Let us hijack ships. 4. If the en
enses? Will each defensive upgrade boost all three defensive areas at once, but in different amounts? - Nobody
economy or production. The United Nations. The Hunter Seeker Algorithm. EMISSION GUIDANCE MISSILES! (WooHoo!) They were difinitive goals to reach in their respective games, and each added something new and unique. - Nobody
r> EDIT: This is in addition to the standard planetary build queue. In GalCiv1, you couldn't see anything from the Gov's screen. - Nobody
w". - Nobody
I loved Galciv, but there's one point in the game that I always disliked... And I bought GalCiv: AP just to be able to come here and post this message. ::grins:: I'm begging you... Pleading with you... Please have more techs that have some sort of non-numerical ability tied to them. As it stands, there were only a handful of techs in Galciv that did something special. You could research how to talk to other races. You
gns to the AI. Tidbit: Ascendency had an AI that would build up your planets, but the game creators intentionally dummied it down. - Nobody