Only the Yor, Drengin and Snathi left me with any impression. All the rest are forgettable, bland and unimpressive. And there's nothing really special like Silicoids about. And Korx bug the hell out of me. Their lower face looks like a bad texture stretched way too much, and as such I always have them disabled.
Juriel
Further proving that StarForce people are in their whole own category of asshatness...
You get that tech. And the (often useless) prerequisites stay in your trading/research list, annoying you with their uselessness.
I, too, would like a limit to starbases. I don't mind them if you could choose them only to be buildable upon existing resources, but to be able to place them anywhere leads to...well, cluttered space full of them. Starbase spam.
The game is okay, but MoO2 is still better. GalCiv2 cannot decide whether it wants to focus on the micromanagement or the big picture, and that indecision hasn't made for a better game.
Indeed. It's the same with the Neutral harmony crystals - you get 20% morale out of them, when you could just plop down any entertainment building instead, and get a better benefit...
It's a bit silly one can even modify the basic races as one wants...I thought that's what the CUSTOM option is for.
Sadly, however, his response is nonsensical. This feature of social production wasting money is not helping the player any as it stands. It rather causes a lot of micromanagement, as one needs to go through the planets setting special focuses on and off military/research, so you're not totally wasting all of your money.
You get the other small hulls by researching Basic Logistics -> Advanced Hulls.
This bothers me as well. Research carries over sometimes, but it does it in a haphazard fashion. Rarely I've gained two techs in one turn, by just researching the first, and the points carrying over enough for the second. Mostly, however, all new techs, even in the same line, seem to start from zero. Military and social production get utterly wasted, in my experience. This is a matter that needs to be fixed. Especially since you cannot even micromanage them properly, since
I'd only make them with a starbase nearby, on a planet that had bad production and thus couldn't put out bigger ships any time soon.
All AI share the techs with each other, willy-nilly, with no cost, but a pat on the back. It's really aggravating and homogenizing.
No, he WAS talking about mods, so I think that wasn't his point. It's the logical way to go about things, but it wasn't his point.
Yeah, the tech tree is a horrid pile of trouble to navigate as it stands.
They added the Social Building bonus ability, but didn't fix social building going to waste instead of contributing money, when it has nothing to build? Other than that, I like it. Their pace in patching is astounding.
How would anime spaceships differ from what you can get by customizing already...?
Yeah, the micromanagement of every colony starts to be a drag in quite short order. There really needs to be automated development planet development tools...
Go to My Documents/My Games/GalCiv2, delete the customrace-named files therein.
Never played the first one, but always was a fan of MoO2. So turn-based space strategy is definitely close to my heart, even if I'm finding that GalCiv2 is different from MoO. It took me a while, but I think I'm getting used to that, and sort of accepting the game now.
I agree that something has to be done. It's really annoying to witness all the races have almost the exact same techs, instead of being somewhat individual. This tech-trading craziness also means that the player HAS to sell their tech to all the races at once, because if they just give it to one, that one is going to give it out for free anyway.
I miss elerians...