i second that its just too easy to let the AIs fight wars for you after all, starting a war is a serious hit for your economy and should be taken very serious it should be VERY expensive to bribe the AI to attack an enemy of equal military/economic strength and quite cheap to have them pick out weak enemies (since they would do so soon anyway) e.g. the AI sees some weak defended planets and goes for them for little money, the AI see
MegaVolt
totally agree trade in gc1 was essential, more then one game i managed to get my economy run totally by trading (i was able to have 0% taxes without running into deficit spending, but i really went mad on econ starbases that game ) now in gc2, trading is a nice and valuable to keep good relations, but it really sucks as a source for income please ma
quick buy the first 4 colony ships, you start with 5000 BC and each is less then 1000 and having 1000 BC as backup is enough for the deficit spending you will have the first some turns drengins bug you? wait till they have good military and then bribe them to attack 2-3 other civs then they are busy fighting their wars and wont bother you and keep trading your techs, all of them, except the diplomacy ones and some key te
1.1beta the AI got all the resources, i got none they defended them well, 8-1-1 attack 0-0-0 defense in the beginning, 15-3-3 attack 5-5-5 defense later on (unstoppable for my fleets!) but i got them all because i traded techs for them ... giving the AI 2-3 high level techs and you get at least one of their starbases, do this will all AIs and you have 5 high level fully deployed star bases - that made me unstoppable i think the AI is going for them just fine
i think its costly enough to invade planets as it is right now, losing lots of population and it takes quite some effort for bigger planets you need 5-6 transport modules anyway (2-3 transports, 2 modules each), except you got all the soldering tech, which is quite expensive ... colony module cost upped would be really nice, 250 may still be too low but it still doesnt change the main problem: having mass colonies doesnt hurt
playing the scenarios, the AI doesnt start with a survey ship and never builds one so ALL anomalies are for the player (epic scenario: i built 3 additional survey ships each with >10 movement speed and all kept surveying until the end! no need to say all those 1% added up to a HUGE advantage and the AI had no chance to compete) if anomalies start to pop up randomly, the AI should be improved to go for them
there is a checkbox "skip left over moves from autopilot" or something like that i unchecked it because i dont like to skip those moves at the end of the round after i hit "turn" if there are any autopilot moves left i have the chance to move those ships great thing - but it has two small flaws: 1. the screen does not jump to the ship with lef
im not really sure if the population was really responsible for that research i got some starbases, maybe it was caused by them anyone here who really knows if pop does give production/research ? afaik its capped by the food, civilization capital produces 10, each colony 5 farms add 4/5/6/? depending on your tech level in farming (so a small farm on a colony has 5+4 = 9 billion people max)
i also think those changes are not needed at all ferrying ppl around is not really important and not much micromanagement (just buy big transports)
great idea, could be in a 2.0 patch or expansion pack (since its quite a major change) i even like that one more then the economy system improvements stated in other posts
if there is no new activation for every patch its still not the way i'd like it to be but at least i can live with it got a little upset over that activating thing coz i was so happy to read all that cool "copy protection does not increase sales" posts thx
thanks phoenix so every time i want to patch gc2 i have to use my laptop to go to the university to download the patch (coz i dont haveinet at home, totally my fault), then go back to my house, try to install, wait for those stupid stuff i have to mail to stardock and then go back to the university to be able to email the stuff generated on my home pc, go back home and hope it all works? its a 15 minutes ride each time! that kinda sucks! and thats exactly the stupid kind of copy p
hi i highly appreciate your approach to copy protection i ordered gc2 as soon as it got out and i really like it i got two computers, one at my parents house (where i am right now) and one at my home near my university problem is: at my home i dont have internet access i just downloaded 1.1beta and wanted to try it out on my fathers comp (i installed galciv2 there and i am very happy not to have to bring the cd along every time
normally i dont bother much with population buildings. a farm and an entertainment building on each 10+ planet and i get more then enough tax revenue to fund all my production / research planets last game i had one very high level planet, think it was like 17 or so, which had two tiles with farming bonus, one 300% and one 100% i wanted to try out how really high population would affect my style of play so i used both tiles and gave that plane
great list, great work but i disagree on the tax issue: imho it should not be based on the sqrt of the population, why not make it linear? 10b taxpayers should pay taxes no matter if they are scattered on 10 planets or concentrated on 1 having 3% pop growth shouldnt change to colony rush thing too much - one still doesnt get dimishing returns for extrem
its not really about porting it to linux (that would be awesome but indeed too difficult) there are good ways to get directx games to work with linux cedega CVS (which is free!) should do it, the closed source cedega version only adds copy protection emulation, which is not needed for galciv anyway the cedega developers also vare a lot about their community and try to get as many games to work as possible to make galciv2 cedega compartible could be as easy as writing th
in gal civ 1 PQ was everything, so the PQ attribute was expensive i think its a lot weaker now in GC2 and the high cost ist not really justified ... if it is true that you dont even get extra tiles (bug?), i'd never take that PQ bonus
it could not really screw the balance because the AI can make exactly the same you and the AI get, in the worst case, faster research and faster social production (and you pay more money for it) so what? if its equal for all its fine for me (and it would start to make sense as mentioned above)
i'd like allied AIs to share their fog of war, same for AIs on which i got advanced espionage level (and maybe just see their planets without fog of war on high espionage) are there any plans to do that?
there have been several posts about this issue imho you are right, sliders should be seperated lets see if it gets changed in 1.1
Reyals: Then you could never have a cultural Victory. If they all gang up on you once you start cultural domination, you need lots of military to keep them away so you could as well go for conquest victory. But i agree, the AI takes cultural domination too easy (for now). It should not counter it by any means necessary but it should be more upset. ( One strange thing i notices in another game: I had close borders to the Arceans, th
btw downtweaking labs and factories if you make seperate sliders could be not that good ... right now you have the ability to double your research at the expense of industry, that doesnt make sense but it is a nice strategic option if you need something researched very fast that option would vanish if you had seperate sliders right now you always have 50% backup capacity which you can choose to use whenever you want, that wouldnt be the case
dagstyrr: i think you didnt really get what i mean lets say i have two factories (industrie) and two schools (symbolising research), all equal expensive to run, shut down they dont cost me a penny if my income allows me to operate two buildings, then i may chose 2 factories (100% industrie), 2 schools (100% research) or 1 each (50% industrie, 50% research). but if i have enough spare money, some backup cash or high income, then i c
great post !!! i had the exact same thing in mind and was thinking about writing a similar post the way it is right now it doesnt make sense in any logical way having a seperate spend rate slider for research and industry is VERY good then seperating social and military production should be quite easy its just not logical that factorys cant produce when labs are running but it makes very much sense that prodution capacities used for warships cant be used to im
is there noone who wants to play this game on a linux box? that makes me really sad if anyone managed to get it working, please tell me