So far I have experienced the opposite. Economy treaties are more valued than research treaties. Maybe it depends on the difficulty (playing on normal), or how you are doing in comparison to the AI. But I agree, treaties are very good for diplomatic reasons. Also, each race can only have one 'outbound' treaty, so the more you get, the less the AIs can establish between them.
pndrev
Logistics level 1 unlocks Advanced Hulls and Space Mining, IIRC.
Sign me up! Prostetnik Vogon Jeltz is ready to build hyperspace bypasses all over the galaxy.
- Objects can be moved only individually. We cannot move a whole group by moving a parent component. This can be annoying when you build a good chunk, and then realize the whole chunk should be a little lower, or something. You are then forced to remove ALL the components one by one, move the first component, and rebuild on it one by one. - Rotations could use a fine tuning option, allowing less than 45° rotations. I know this would probably will not
simply do not spend on military, spend solely on social and research. fly up the diplomacy tree and always stay ahead in diplomacy. scan your relatiions and find two races who do not like you much then pay them to war each other. . over and over with every race , by starting and targeting the hostile races you pretty much prevent any desires to attack you. by having all races at war but you you can zoom ahead in tech and economy far surpassing your opponents .
*stands up and applauds*
I'd lose capslock first if I were you... And no, you keep your designs.
The GalCiv2IDE features a campaign and scenario editor, so I think essentially it should be possible. Or at least an approximation of the campaign.
I read a bit about that game. How exactly does one join the beta?
Yes, trading (or just giving away) alliance tech is necessary, since the AI doesn't research alliance on its own. Or it places little to none priority on it. When playing games with tech-trading off, this means that an alliance victory is close to impossible to achieve, yet it still gives almost no points.
In this post I reported an observation that may point in the same direction.
Download SDCentral. That will keep GalCiv2 up-to-date.
Wait, what? You still have a body?
Also check that you didn't accidentally hit the button to display only medium hulls. There are several tabs in the designer when choosing the base hull.
There is one in the GalCiv2IDE, in the modding forum. I had a look at it, and it seems to do the job quite well. Drag and drop functionality, automatic placement of whole starsystems (compelte with asteroid fields), scenario and campaign editing... While I usually play sandbox games, I think the GC2IDE is currently the best working and most complete editing tool for GalCiv2.
Very cool! That means with 1.7 it's 'official' and therefore also MV compatible.
You need SDCentral from the downloads section. That will allow you to update to the latest version. There is no manual patch that I know of.
Assign more of your production to research using the domestic management window. Build labs as well.
I thought as much. Hope you'll get the download eventually. Maybe they give a discount on the additional CD if you prove that your download doesn't work.
It does take a lot more number crunching than you might think. 100 squares, per ship, per race, possibly each race also checking the ranges of opposing ships they know of... multiply that with several hundred (or thousand) ships for each player, and you'll have a lot of time for coffee breaks. Brute force simply doesn't work on a game this scale. That means you need a very efficient algorithm to solve the problem, which means it is not 'trivial' as you put it. If it was, it would alread
Colony ships can't invade. They have 'Colony Modules', so their only purpose is to found new colonies. You need a ship with 'Troop Modules' on it, the default design being the Transport. I haven't played the campaign, but I assume you can assign research? In that case, make sure you have research 'Planetary Invasion' in the 'Galactic Warfare' branch of the tech tree. Troop modules and the pre-designed Transport class should then become available.
Okay, the thread is a bit unclear... This mod is not MV compatible? Or is there a way to make it so? Personally I don't play anything but MV games. A clear message in the top-level post or mod description, that would save a lot of time reading through the whole thread to find out if I can use it.
There are two different events - plague and disease. It's easy to confuse the two, or to assume they're just different flavour texts, instead of two completely different things.
Keep in mind also that it's 2,000 highly trained and mobile troops against 10,000 farmers, civilians and scientists as well as some soldiers, and the kill ratios start to look a little more understandable. Not quite. You take the invasion troops directly from your normal population. Once on the planet, they're farmers again. Also, those 'farmers' have the soldiering value of your population. The game makes n
Yes, you need population for tax income, but unrest grows with population as well. The more people there are on a planet, the less happy they are. Unless you have a good Morale ability (resources help, as well as harmony crystals - both are empire wide effects) I wouldn't build more than one farm per planet, with one morale building to counter the negative effects. Use the free tiles for market centers, stock exchanges etc.