I'm sure others have mentioned things like this (sorry no time to read all posts), but what about: - Building vehicles and special troops like in SW Empire At War (good idea, bad execution in that game BTW). The planet improvements would be Barracks, Training Academy, Munitions Factory, etc. The vehicles would be things like AT-ATs, Ornithopters (Dune), etc. - Building heroes like in LOTR BFME2, e.g. a Jedi Temple for Jedi Knights, etc. or other specialized citizens like comman
GGee61
Hi Cari. I've been programming for 20+ years (not games though), and I have to tell you I am truly impressed with the depth, usability, robustness, humor and outright fun of GC2, never mind the "moddability". Great job and great game, Cari. Now I have something inspiring to share with my 9 yr. old daughter when she asks "Dad, are you playing THAT game again?".
The message "You will win in x turns" did not come up as I recall, but didn't happen because it took me at lest 50+ weeks more to get through all the research upgrades for a tech victory. Oh well, I'll keep my eye out for it, but maybe I will try to stop fighting just under 75% influence next time.
It is similarly frustrating when your auto-survey ship follows behind an AI auto-survey ship from one anomaly to the next, just in time to see the other ship getting the benefit of reaching each one first.
In version 1.1 (not 1.11), went to war for hundreds of weeks, eventually taking over 80%+ of civs. Went back to peace-time, but game didn't recognize Influence victory. Kept saying you need over 75% on Victory tab of civ mgr, but indicated 81% on the tab. Gave up and went for a tech victory instead, but should have been recognized by game.