I would like it if the different races started with affinities to different climate types. For instance the Torians could start with the ability to colonize heavy gravity planets but be unable to colonize the basic planet type(m class for all you startrek fans). I realize that this would require a reimagining of the various races, but it would help to differentiate them. If you think about it, what would be a toxic atmosphere to one race could be perfectly healthy for another. To pus
Sorael
GalCiv II and Medieval: total warII, no question.
very interesting idea, but it would be even better if you could have both an ethical and governmental choice. though, from what you said i'm not sure if that would be possible or not.
Nope, the AI is not scripted so it's not possible to mod the AI. That's too bad. I think it would be enjoyable to play around with some of the more fundamental mechanics like the AI, economic model and combat model. I do however realize what a pain in the ass this would be for you guys.
I can't believe that you actually bothered to complain about this. It's quite obvious that the slider work in relation to each other and not in direct relation to their position from either side. It's quite easy to see the relative percentages change as you move the slider. The system works perfectly. Having said that, I wouldn't mind having the research slider be seperate from production, so that you could truely max-out your spending.
sorry double post First of I would like to say that you guys are doing a great job. 1.1 is a significant improvement over the box release. Having said that, there are still a number of changes that I would like to see in the game... The change in the combat system is a step in the right direction, obviously the old system was far too biased in favour of the attackers. It could be even better if some sort of intiative based system were implemented. It makes sense that smalle
First of I would like to say that you guys are doing a great job. 1.1 is a significant improvement over the box release. Having said that, there are still a number of changes that I would like to see in the game... The change in the combat system is a step in the right direction, obviously the old system was far too biased in favour of the attackers. It could be even better if some sort of intiative based system were implemented. It makes sense that smaller ships would have a easier t
Makes perfect sense. There is no reason that excess production should be wasted the way it is. I hope the devs like your idea and implement it soon.
I am in favor of the new system. The first attack advantage was way too powerful.
I've noticed that the AI builds weird planets on the very high difficulty levels. I think part of this is due to the fact that it get such significant economic bonuses that it buys almost everything. Their budget surpluses are made even higher by the fact that they don't really have much production to pay for. That's my theory anyway. It's not like games on crippling diffculty or higher are ever easy.
I find the drengin to be the most dangerous. They seem to do a good job in the colony rush and then proceed to anihilate everyone unless I get strong enough to stop them. Humans, Yor and torians usually do a pretty good job too. Most of the other races can't really seem to keep up though, unless they happen to get a really good starting position.
You should read draginol's latest AI post, it's very promising.
it mostly depends on how lucky (not the in game bonus, just plain old human luck) you are when you click the invade button. In the situation you are describing you could get anything from about even odds to about 5:1, which you did. Attackers do get a fairly significant advantage, I believe this is a design desicion to make it actually possible to conquer planets without having to decimate your own population.
There is always the potential that you will accidentally win the battle while using mass drivers.
After redesigning my colony ship to start the game I decide to obsolete the old design and accidentally click yes when it asked if i would like to decommission my initial colony ship. The officers responsible where set on fire, then exposed to the vacuum of space. A little messy perhaps, but the mistake was never repeated.
Just kill the ungrateful bastards. That's what I would do
Thanks for the info, I found it very enlightening. The biggest problem I can see with the AI are that it doesn't do a good job of threat assessment. It needs to be more proactive in eliminating the player or other AI's that are getting too powerful. It would be cool if weaker races would form coalitions to take on the stronger one. They should also be less likely to trade any techs, not just weapons techs, with the strongest race and more likely t
There's no way to upgrade fleets right now, but I'm almost certain that they are working on it.
My best moment in GalCiv so far was on a large map with 7 AI. I launched a surprise attack on the neighbouring thalans, whose culture threatened to overwhelm my own. I took only a few turns for me to decimate their military and take over most of their planets. Being the generous evil leader of the Yor that I was and because I couldn't find their last couple of planets, I offered the Thalans a peace treaty. All I asked for in return was all of their
The AI does some things that appear fairly dumb, but it has been improving steadily with each patch. As for not having any factories on their planets, I think the AI buys most of their ship, especially if they pick the neutral and have the discount on ship purchasing. Same deal for the improvements, once my economy is really rolling i usually end up buying most of my planetary improvement. Without having to spend very much money on production you ca
The AI does some things that appear fairly dumb, but it has been improving steadily with each patch. As for not having any factories on their planets, I think the AI buys most of their ship, especially if they pick the neutral and have the discount on ship purchasing. Same deal for the improvements, once my economy is really rolling i usually end up buying most of my planetary improvement. Without having to spend very much money on production you ca
Here a couple key points to keep up in GalCiv 2 - redesign the colonyship first thing putting the maximum number of engines you can. It's a good idea to make sure you start with the first two propulsion techs or at least the first one and research the second right away (it can be done in one turn if you set the sliders right) - buy the first factory and your first couple colony ships and get as many planets as you can. Make sure to leave y
I'm not really complaining that the current system is to hard. I usually kick the AI's ass quite easily. I just think that combat would be more interesting in the later parts of the game if both fleets had a reasonable chance to attack. With any of the evil weapon techs or black hole weapons the defending fleet almost never survives the first salvo. It's a little silly that I can destroy the entire armada of a race with a similar military ranking a
I think you guys are a little off. As far as I can tell tax is the sqaure root of your population X the tax rate X any bonuses you have. In terms of spending the production sliders control what percentage of your total production you are using. So, if military spending is set to 40% then 40% of the total available manufacturing on your planets will be used. Bonuses are then added and you are charge for half of any bonus production that you get. Th
It would be nice to be able to change/buy social production from the screen that lets you view all your colonies (don't remember what it is called exactly). I would save a lot of time in larger games.