PidgeonPidgeon, Maybe the time tracking could be an option for those that want it or something only related to the Metaverse. Anyway my idea wasn't to make you start again with a L1 channeler each game. I'm hoping you'd be able to take your existing one forward from game to game. At 50 years of life and 52 weeks to a year that would be 2500+ turns of life. Maybe that's not enough for very large maps and it could be doubled to 5000 (allowing the channeler to age to 120 due to m
TexasTim65
I'll apologize in advance for a long post and for possibly having missed some of the ideas in this post being discussed already. I'd really like to see the map influenced by time and weather. I know time has been discussed in another thread and the current idea is that 1 turn = 1 day. I dislike that idea and would like to propose the following: 1 turn = 1 week. This would then allow the game to actually keep track of semi-realistic time and allow such things as w
You can easily use Mass Drivers or Tidal or Core Detination to soften up the planets if you make sure to NOT send in fleets of transports with 2,3 4 or more thousand soldiers. The game has a nice 'cheese' factor built into the invasions such that as long as you don't conquer the planet with the troops none of the bad things happen (loss of PQ or destruction of buildings) that are listed. What I do is make mini-transports with
I prefer to send in the first transport (or maybe 2) with only 1000 men. That way I can use the 'cheese' tactic of mass drivers/core detination etc to give my initial wave of men a HUGE advantage so that most of the enemy is wiped out (esp since the AI rarely has more than 5 billion on it's planets). Then the 2nd transport attacks normally and wipes up the last few men on the planet. The 'cheese' factor is that as
The answer completely lies with with item being bought. In other words it's not a straight extra % you pay on each item. For example. If I click to rush buy a basic constructor I pay about a 20% penalty over actually building it (check the actual build costs in bc in the ship screen then compare to the cost of rush buying it). However for a custom medium sized military ship I designed the cost of building it was like 60
Sadly this is a well known problem. The manual is 'incorrect' according to Stardock (there is a VERY long thread on this very topic with exactly the problems your having) and your resources are indeed *wasted*. This was less an issue in Gal Civ I than in Gal Civ II where bonus production tiles and multiple factories can literally mean 1 super producer eats up 50+% of all social spending. My understanding is this is going to b
Wow. This is BY FAR one of the best threads I have read here. The information on the economy and wasted production was an eye-opener to me. I had that feeling that *something* wasn't right but I couldn't put my finger on it till I saw it all spelled out here plainly. It especially explains why when I go down to 10% social spending my newly acquired planets never actually produce anything because the big ones gobble up all the mon
OK if killing your enemy by any means possible isn't an evil act, then why is it evil when I kill those damn trees or bugs or whatever inhabits planets I colonize or my homeworld? I see ZERO difference between those 2 things. The game goes to great lengths to create artifical moral choices to define good/evil and yet ignores a nice moral delima built into every invasion. If using those invasion tactic's isn't evil then I don't want to be considered an evil civ for my colonization choice
I noticed a completely different AI problem than any mentioned here and one completely different than what Jbeuh mentioned about the AI early fleets. I was playing the campaign and the first 3 maps are tiny and small (sizes I had not yet played in my handful of random games). On the first map as soon as I got the tech to make military ships (defenders) I did so and the Drengin did too. I ended up getting killed by his mi
Spearthrower, I understand the exploiting issues with this. My question is why is it coded this way in the first place (it was identical in GalCiv 1 and I was hoping it would be addressed in part II). There's a lot that could be done here. For example your basically wreaking planetary havoc equivalent to dropping hundreds of nuclear warheads on Earth as a comparison. So: 1) Why is this not considered an evil act that moves your Civ toward evil?
Hi, I have a question related to planet invasions and a possible bug to report. When I get the invasion screen I have a number of choices from normal invasion to multiple stronger ones with planet wide effects. Here's my question/bug report. If I select anything like mass drivers/gas warfare/core detonation etc and my invasion fails, I don't actually harm the planet in any way. So this always leads