Cliffracer Slayer

Cliffracer Slayer

Joined Member # 798612
20 Posts 135 Replies 370 Reputation

I'm curious as to what the point of this would be. If you are invading a planet, then most likely there aren't any planets around to settle on your own. Plus, if you just got defeated, then wouldn't you not have any people to put in the modules? Ummm, normally the attackers break before they are all dead.

60 Replies 26,665 Views

Maybe alien civs could choose to lie about how they felt about us, if their relations are declining, but through espionage you could find out what they 'really' felt like.

32 Replies 15,256 Views

1. Make planetery invasions end with the capitulation, not the elmination of one side or the other, based on a surrender bar, dependant on morale, loyalty and courage. If the defenders capitulate then they become citizens of the attacker's empire, if the attackers are defeated then all transport modules are replaced with colony modules on the attacking transports. 2. Allow you to have alien populations on the worlds that you conquered, which are less loyal and able to rebel against the

60 Replies 26,665 Views
Reply to Maurading Pirates in Ideas

I just got hit with pirates in my lats game (1.4). It blew. I had the game more or less won...I had my borders pushed way forward, and my borders were well defended. But the pirates spawned in well behind my lines, and they were way tougher than I think pirates should be, and they proceeded to wipe the floor with all my starbases Pirates/Barbarians should be jus

39 Replies 75,741 Views

So with 300+ planets you get... 306 characters. However, it's not like you would really have to worry about them, you could just leave them alone to rule the planets. Making your regime democratic, would make things easier, beacause you'd have to worry less about disloyal characters causing trouble. <TABLE cellpadding=8 width="95%"

20 Replies 14,666 Views

The best way to implement carriers, would be to simply make them a means to carry ships beyond their normal range. A carrier would have lots of life support and engines. The fighters would have minimal life support and engines, so they can have more weapons are armor. By hopping on the carrier, they would be able to go beyond their normal range, and at higher than normal speeds and carriers would have a range bubble, in which the fighters can operate. So we'd have

176 Replies 348,414 Views

I think it makes a fair amount of sense. Simply put, you don't need that many people to run a factory with decent robotics technology, nor do a large number of people need to be scientists (compared to the overall population). Divorcing production and research from population is just a way to simulate this fact; you just have to assume that the scientists in your civiliza

18 Replies 16,298 Views
Reply to Delete in Trade

Trade is vital, I can't survive the middle bit of the game without trade. By that point my treasury is normally empty and I need any money I can get.

43 Replies 35,562 Views

If the Thalans are truly a Super Hive species, why would they have any use for money? Every member of the hive is born for a specific task or role and as long as the hive is running decently (no disasters, wars, etc.), the birth rate should not exceed available resources. They'd only need money if they wanted to start trading with an AI who didn't want anything but mo

3 Replies 19,441 Views

So yet another bonus source to add to the current ones? You've got political parties, racial, buildings, trade goods, research, resources, star bases, do I need to go on? Yep, let's add several more. Because there'll be *several* characters. BTW, how many characters are we talking here? At least several per planet, plus cabinets, replacements, fleets, ground forces, e

20 Replies 14,666 Views

I don't get "if there are none..." here. Did anyone in this thread say that a leader "thingy" would have no effect on wealth, knowledge, or aesthetics? I got almost the oppsite impression from the OP. Exactly, the political system is hardely an isolated aspect of the game. It overlaps with the research, production, economy and such aspects

20 Replies 14,666 Views

Perhaps, but I believe I've heard from one of the devs (perhaps even Cari?) that they don't like the idea of ships losing effectiveness as they take damage. EDIT: Then again, my memory has been proven to not be foolproof, so... Even though it is realistic. Hmmmm.

12 Replies 12,234 Views

Yep, although I understand that the way the game works, you need that hierarchization. The systems would affect how the characters behave primerily and whether you have elections. It would work like this. Imperium, no elections, disloyal characters more likely to coup the regime. Oligarchy, elections involve al

20 Replies 14,666 Views

There are so many more types of governments than those three. I beleive the system they have works, except that there's no real incentive to pick one or the other. Personally, my empire is universalist simply because the abundence of bonuses. Why not have something like communisim in there? If they tweek it to make the political styles more important then that would be gre

20 Replies 14,666 Views

Well, it depends what the rules of the UP are. I guess the rules are that the vote has to be kept secret, in order to discourage tactical voting and to make sure that all civs vote according to their "conscience". However if you have a very high espionage rating, then you should be able to find out what their vote will be before they cast it.

3 Replies 7,332 Views

At present, the political system of Galactic Civilizations, has mantained the same simplistic and illogical nature. You have a ruling party, which if voted out of power merely implies penalties upon your civilization, rather than changing it. Political systems There should be 3 primery goverment forms. You can choose a goverment form for your civilization, and the aliens will have goverment forms as well. They are. Autocracy. Oligarchy. De

20 Replies 14,666 Views
Reply to Maurading Pirates in Ideas

Pirates should have fast, but weak ships. They should raid traders and for every trader they raid, they get more money. They can also get money from destroying other ships, but they get the most from traders. With that money, they can upgrade their ships. Pirates actually have access to all technologies that at least 2 civs have (like the barbarians in Civ). Pirates can upgrade and buy ships, with the money they get from raiding. Eventually pirates could get

39 Replies 75,741 Views

I've just won my first game of Galciv II. Large galaxy, common habitable worlds, full civs and minor. Intelligent AIs for all. A balance of power prevailed for most of the game, but then the balance of power was broken and the Arceans and Torians were on the ascendant. It ended in a big show down between Torian/Altarian/Drath alliance and the mega-powerful Arcean Empire, which wasn't being decisively won by anyone. Whilst I, allied with the Thalan (the only oth

10 Replies 8,553 Views

We need a surrender bar and a morale, so that the entire population don't fight to the death. And then you'd be able to have alien populations on your worlds to cause trouble.

47 Replies 22,079 Views

The point I think the others were trying to make was that it'd need a more in-depth tactical combat phase in the first place to implement overarching strategies in the first place. Shadowmaster King also has a good point. As the game is currently, the 'full battles' shown in the 'combat viewer' are just for show, and mean nothing. The real nature of battles is in

12 Replies 12,234 Views

Yes, but allow protectorates for majors aswell. And for the player. A protectorate could still win a joint victory with a tech victory though. Protectorates should always vote the same way as the master in the UP elections.

14 Replies 14,345 Views

I'm playing my first 1.3 game at the moment. Everyone in the universe has missle arnament, except me with beams and the Snathi with mass drivers. I figured that as everyone else was focusing on missles, it would be sound to focus on a moderate arnament of lasers, I've researched up to laser 5, as nobody would have any shields and focus on very advanced missle defenses. Thing is, it doesn't seem to take defenses into account in militery rating, so my militery rating is low,

5 Replies 6,196 Views

Not really. We went through this with GalCiv1 and it was always a right along with requests for tons of options to control minor behavior. It becomes a never-endign time sink. In GalCiv1, the minors colonized, invaded, expanded, etc. to the point where the galaxy was sometimes dominated by minors (not often, but it was possible and did happen occasionally). This time we d

37 Replies 22,889 Views

the problem is that the surrender is arbitrary and doesn't take into account your relationship with the race to which they surrender. The whole protectorate idea doesn't take into account the ability of the other race to stand up to you. Nations surrender so that their people be spared. This is nothing but a cheesy mechanic to make the AI look more human by makin

45 Replies 17,173 Views