EvilGenius

EvilGenius

Joined Member # 2440432
2 Posts 2 Replies 131 Reputation

I seem to remember in the first Gal Civ there were definite reasons for chosing good over evil and vice versa that went beyond a minor imediate bonus (or penalty.) Its been a while but I seem to remember there were certain technologies that only opened up once you were a certain alignment. Terror stars for evil, though that isnt the case anymore, and some other tech that let you boost your influence up to ungodly levels if you chose to be good. Interface appearance would c

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3) The thing to remember there is that the only place you can use mining modules is starbases on a resource node. Each starbase type has its own non-combat modules. Some of the industrial techs enable modules for both resource mines and econ bases, but you can't, for example, put a Mining Barracks on an econ starbase. Ahh thanks! Thats my problem then, I was trying to use additional constructors to build a mining module on an ecconomic starbase. The

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1. I remember from the first Gal Civ that the interface, the screen for example, would change to take on a more ominous look once you became evil. I haven't noticed this happening in TA. Even though I have xeno ethics and have chosen evil as my alignment. Has this graphic feature been removed since Gal Civ I or am I missing something? 2. Weapons, It's not entirely clear to me the advantage, from a combat standpoint that something like Lasers V has over La

15 Replies 7,427 Views