I have played a few games as the Yor, and even though I am horrible and take all the evil choice branches (on top of starting out evil), the games are showing my alignment as "pond scum". I'm a very mean person, and I resent that . Anyone else with this problem?
Umlaut
How does using modded .xml files in here work? I don't like making data backups and restoring them endlessly, but there isn't any info posted on where .xml mods go specifically. Do you activate them all with the "Use Mods" checkbox, or can you choose to use only a TechTree.xml mod? Can you have multiple mods of one file and choose which to use at run-time? If anyone knows, I'd love to see it in the modding wiki.
But an invincible ship shouldn't be attacked. It serves no purpose to attack one if it would be possible to damage any other ship there.
So in that case, the indestructable ship would take all the hits and be fine? It isn't really an exploitable situation anyways, since the small defended ships with high attack have to use the special weapons and hence cost a few hundred bc, but for optimization sake, defender's with defense too high to damage should be dropped to the bottom of the attack priority.
i actually made the mistake of putting a mining capital on a 300% manf. tile..... no massive bonus since the capital has no production value of it's own.
What priority does the AI place on ships it cannot damage? For instance: A. defender (small) with 3 beam attack vs. B. fighter (small) with 1 shield, 1 armor, 1 point defense, and 25 beam attack and C. battleship (large) with 1 shield and 5 beam attack. The defense of B makes it impervious to enemy fire, but it is clearly the most dangerous ship with the least hitpoints. Does the AI determine that it is it's last priority because
I actually use the small ships as "picket" ships (though there is no such thing). I give them high defense with one special weapon (expensive with very high attack), and they are attacked by the enemies to no avail due to the extremely high defense.
And it isn't hard to fix yourself anyways if you want to. Just edit galciv2/data/english/planetaryimprovements.xml .
But if you have high enough approval, those people don't "die." They don't have to pay for their livelyhood anyways, as their taxes go to build things like farms to take care of the tax-paying citizens. The issue here that you indirectly aknowledged is that tax-payers don't amount to everyone on a planet. It isn't population growth, it is tax-payer growth.
First: there already are random events. None of the diplomatic ones are good that I have seen, but I've been forced into wars for insulting a leader's wife and killing him outright. Second: a mistake a lot of people have been making is that your sphere of influence is your border. The lines on the map are just that. They only mean that your influence is equal to your neighbor's at that point. Since space is so incredibly vast, borders as
I think that when social production isn't being used, it should go towards tech by default. It drives me nuts in the late game when I have 40 colonies all building nothing and I have to manually go through and change to focus research (or turn that back off when an upgrade comes along. It would also be nice to have more use of the governor screen for galaxy wide changes. You could set the overall expense levels on the tax pop-up and use th
Wow, I had th>e exact same thing happen in my game, but instead of me, the Korx gave it to another A.I. There must be something wrong with the Korx A.I. Did yours happen with a previous version save game too (before 1.0X)? May it's got to do with that... I got a fully developed research base for the Korx in the middle of their territory today (1.0X.10).
I just noticed this in my last game: if you raise taxes up to 100% and everyone hates you, according to the "taxpayers are the only living people!" approach, high taxes kill . Try it out, and watch those taxpayers drop like flies.
I honestly don't think that a week is unresonable. The pace at which technology advances is pretty mind boggling already, so I think it makes snse that it will only get faster. For a planeraty battle, it is possible that everyone on the planet would be mustered to fight in a big battle because if they lose or don't fight, they all are killed by the invasion force (which is what happens in gameplay). With new building materials and processe
The "galactic week" approach is a complete cop-out. The calander is a Gregorian calander and the months are the one used on Earth. What nobody seems to have mentioned is that all tax-payers aren't human. When you conquer an alien world through culture, they don't become humans. There is galactic tourism (and immegration.emmigration it can be assumed) as well as radical advancements in healthcare that may (must) have eliminated childhood illness and
I still can't figure out how to get my bases to move .
How o you move starbases? I still haven't figured that out.
I have the online pre-order, but it says my serial isn't valid (not activated). I think it must be activated at launch day.
I'm between jobs right now, and since I have absolutely no obligations and some cash to live off of for the moment, I will be able to play GC2 as much as I want for the next couple weeks. HAHAHAHAHHAHAHHAHahahHAHhAhahAHaHAHA!!!! (woot) Seriously though, good luck to all the folk with exams and such, I know how that goes (Civ IV = GPA death)
The flaw in the UN is in it's design: the US has the power to completely countermand the efforts of the UN if it wants, as evidenced by going to war in Iraq (the UN did everything they cound to stop it, and barely even delayed the invasion). I think that's what Lord Doom meant.
I just preordered GalCiv II a couple days ago, and it doesn't show up under purchased software or at all in Stardock Central (the newest version). Is this by design or some error?