as a staging point then. You could have build a starbase to extend the range of your ships. I still fail to see the point of adding outposts besides colonies and starbases.
CortesMaltose
could be as simple as increasing the cost of a starbase outside your influence zone.
Your post contains the answer to your question : allowing cheap colony claiming will lead to early planet rushing.
A good way to add some flavor to intelligence would be adding spying modules to starbases. Maybe a side effect of trade ?
The links to the ship design pictures above do not work. Use Link and Link instead until the problem is fixed.
I highly doubt differentiated regimes for different planets in a civilization will be implemented in GalCiv II.
races. I agree that this would be more realistic and interesting. Unfortunately this would require lot of balancing. We have 10 ten different races !
Instead of applying a negative modifier can't we just prevent those surnumerary ships from actually fighting ?
mpacting on ship move and economy.
h boost because of increased economic activity.
ecome a real weapon targetting others' income.
or protectionism.
BR> Domestic trade has no impact except economic benefit. A mere program loop could optimize the benefits better than any player. Micromanagement without strategic decisions involved : I doubt domectic trade will be implemented this way.
erent requirements, for instance some races breathed dioxygen when others needed methane. Hence they did not colonize the same planets and were at peace most of the time.
If you give the ability to bomb a planet, you have to give the defender the opportunity to fight back, i.e. powerful anti-orbital weapons. Terrors stars are much bigger than ships and are specifically designed to destroy systems.
There was some kind of "cloaking" ability in GC1 but IIRC it was not really implemented. I'd love to see some of the special modules you described. I agree with Solitair : all special abilities should be automatically applied all the time.
About the supply radius : the concept is more or less already implemented in GC1. All ships must be close enough to one of your system or starbase.
I was thinking of that too, boozman.
ke a very decent AI...
Good suggestions, Paul.
fighting).
I don't think any decisions has been made yet. However, there won't be multicultural planets in the game (maybe in an add-on) hence the surviving civilians will become instantly citizens of the conqueror.
net has been taken over. Hence blitzing your enemy and attacking all his planets at the same time won't be as effective as in GC1.
User-friendly, I really like your suggestion about partial information about other civs. I don't know exactly how it could be implemented though.