My understandong of the economic model is the following : to produce, you need 1) cash and 2) workforce (includes manpower, logistics, etc.) Unlimited amount of cash can be spent : it is not a hard limit to your production, as long as you have money in your chest. On the other hand, workforce limits your production at all time. Manufacturing/research points actually reflect your maximum production that can be achieved if and only if all your worforce is devoted exclusively
CortesMaltose
When an unowned planet is selected, pressing T (brings up the rally point list) crashes the game. Also, keyboard shortcuts X, [ and ] (all concerning rally points) do not seem to work at all. This is especially annoying since there is no way to select a rally point if it lies in the same parsec as another pbject (for instance a starbase). I could not find a rally point manager. The governor screen does not allow to add/edit rally points either. It would be great to hav
I perfectly understand that the attacking civilization hould get a huge advantage, especially if the whole population counts as soldiers on the defending planet. A civilization unable to prevent invasion ships from reaching its planets should be in big trouble. I even think that every invasion (failed or successful) should hurt the defending planet, causing huge infrastructure damage if destructive invasion tactics were used, provided that the attacking player committed enough troops to invade
Je suis convaincu qu'il y aura une version française de GalCiv II. Paradox Entertainment est responsable de la distribution en Europe, tu peux faire un tour sur leur site internet. I am pretty sure there will be retail version translated in French. Paradox Entertainment is responsible for the distribution in Europe, you may want to go to their website.
It should be ok, I have a slower computer and the game works very well. I had to update my video drivers though.
Maybe the player would have to make a choice : waste money to pay unemployed workers or cut the social benefits and experience a morale drop... This would be a kind of very simple unemployment system.
I agree something should be done to prevent rounding effects from making you lose money. At least the money not spent should be returned to treasury. A good option would be a technologic queue similar to the build queue on planets.
I saw today that the Swedish company Paradox Interactive has just signed the European publishing rights to Galactic Civilizations II. I guess that they will be responsible for the localizations.
Simple but wonderful idea.
I don't need (and don't want either) detailed ground combat but there would be a nice feature to put in the game : allowing land assault to last more than one turn (In GC2, 1 turn = 1 week). Even if realism is not a main objective, it would be nice that both the defender and the attacker try to gain access to an attacked planet in order to bring fresh troops and improve their chances of victory.
I guess the main interest of going up the tech tree in a particular weapon field is having the possibility to have more firepower for a given room on a ship. If ships had an infinite room for equipment, one could build very powerfuls shipd by just adding an normous number of basic weapons. But ships have a limited room so with a given tech level, firepower is limited too. But with advanced techs, more powerful items become available. I suppose tere must be some kind
What about the AI in EA2 ? Can it handle those diplomatic options reasonably well ?
As you have an ATI Mobile video card, I am pretty much convinced that you have outdated drivers because you get exactly the same kind of debug informations as I had. I own an ATI Mobile M6 card and using the (unofficial) Omega Drivers solved my problems. Here is the http://www.omegadrivers.net/ If you are not comfortable using third party drivers, I suggest yoy to wait until ATI finally releases updates drivers for Mobility cards.
It works in the lastest version but scrolling is desperately slow when the map is zoomed out. It needs tweaking based on the zoom the player is currently using.
I think this situation is just temporary. The devs will certainly tweak the system as the beta goes on. I am convinced that all the predesigned ships will abide by the rules when the game is realeased. On a side note, the ship design system opens new interesting possibilities for "civilian" ships such as Freighters and Constructors. Want to trade with a distant planet ? You have to build a faster freighter with better life support. You prefer a close planet ? You have more room
I agree GalCiv II would benefit from having more diplomatic options than GalCiv I. However there is a limiting factor IMHO : the AIs should be able to use all those options reasonably well. IMHO the most needed diplomatic concept should be a kind of Peace Treaty or Cease Fire Treaty. For a given period of time, both races agree not to wage war on each other. If the treaty is broken before it expires, the attacker should be penalized, for instance by a loss o
You could just make the remaining ships "defect" to another civilization as if the destroyed race surrendered.
The drivers work on my Compaq Presario 2700 (3 year old) with ATI Radeon Mobile M6 (one of the oldest).
Even if the influence concept can be seen as partly irrealistic when applied to the (modern) real world, I think it is a fun concept in the game, giving the civs other a path to victory different from brute force. Moveover when applied to the GalCiv universe is it so unrealistic ? Let's consider planets are small islands lost in a big inhostitable ocean. Don't you think they can develop their own local culture, customs even if they respect the central power ? It be compared to the Habsburg
That is rather difficult, I'm afraid. ATI informs that in the case of notebooks (I'm using a ASUS notebook) the drivers are only available through the notebook manufacturer. And the 11/13/2004 are the latest drivers ASUS offers for my notebook from their home page. Same here. I have a Compaq laptop (3 year old) with a
To risk sounding like a tyrant, what weapons do you have to combat defections in your own planets? Can you impose military policing? Can you use Propaganda? Will declaring war help you in any way? What about a lottery to help stem the rebellion by giving people hope of a better life? Can you execute traitors? Will you be able to form a spy net
Cultural influence is one of the best ideas in GalCiv especially because it offers an alternative path to victory other than the traditionnal military conquest. Unfortunately the game mechanics in this area, even if well thought, remain too predictable as soon as one is a slighly experienced player. Basically once you reach a certain cultural advantage, enemy planets begin to defect one by one, without reason. It's kind of "black and white". Moreover a player or an i
Micromanagement can be justified sometimes, for gameplay or stategic reasons. However most micromagement is due to bad design or worse, bad UI.
IMHO...
You could call that stuff "tuning parts" or "nicities"