seileach

seileach

Joined Member # 5675376
2 Posts 2 Replies 2,205 Reputation

[quote who="androshalforc" reply="1" id="3485744"] These ideas sound like an interesting system the only issue i have is that leaving 50% of your remaining troops behind after each victory means that your effective force is reduced very rapidly what about multiple troop transports? Would sending 2+ mean i can select multiple invasion points? [/quote] All of this would have to be tried out in a model, to see how the system behaves. 50% woul

2 Replies 299,664 Views

This is my second attempt to tackle the planet-side of GalCiv. [e digicons]|-)[/e] For my first attempt, duly settled in my opinion, see https://forums.stardock.com/456574/page/1/#3485406 To be very clear right from the start, I will not be proposing a game within the game for ground combat. What I'm about to propose relates essentially to game flavour. And yes, it does involve some increase

2 Replies 299,664 Views

I actually think we are all in agreement, of sorts. Yes, it would mean more micromanagement. I just happen to like micromanagement [e digicons]:grin:[/e] My proposal was always more about more detailed planetary management than ground combat per se. But you answered my questions, an increase in micromanagement is not desired for this game. Cheers!

10 Replies 32,748 Views

I'm presently playing GalCivII and i'm finding it a very enjoyable game. However, in GalCivIII I would like to see a little bit more action on the planet surface. Not only during planetary invasion, but also when building. Instead of treating planets like most territorial strategy games treat cities, I would like planets to have a small hex-grid where you could build cities Civilization-style, build buildings whithin and around the cities, produce land units, etc. Invasions would cons

10 Replies 32,748 Views