Speeding ticket and lawsuit incoming in 3...2...1...
Brillig
1) Remove Military / social / research slider completely. Why? It doesn't make sense, it does not add any good strategical element and is downright absurd and faulty. I disagree. Having to focus spending on research vs production *is* a strategic decision. And strategical is not a word. I would point out that Civ4 also uses
THE AI SHOULD BE RESISTANT TO SELLING TO THE PLAYER UNTILL THEY SELL THE TECH TO EVERYONE ELSE FIRST. Uh, no. One of the biggest selling points about this game is it's strong AI. And one of the fundamentals of that is that the AI doesn't treat the player different from any other rival empire.
But there's no such thing as an invincible ship. Even a ship with 1000 defense can be damaged by a ship with an attack of 5.
Building a starport on a special tile yields zero benefit.
The AI loads up on cultural centers when their planets are in danger of getting flipped - so any you take over via influence will be loaded with those building, naturally.
The problem is defense only gives you a chance of reducing damage - it's not a guarantee. You'll still get hit, and that'll be all she wrote.
Some quick feedback: Tech: 1. When researching have the option to hide obsolete techs. This option already exists - at the bottom of the research screen is a button to hide researched techs. <TD class="mb-Body-Q
One thing that really does annoy me with GC2 is the AI's ability to take apart your ships in orbit one at a time & I really wish that stardock would change this. If I have five ships in orbit then the AI should have to take on all five at once the same way the player does when attacking an AI owned planet. Try building an Orbital Fleet Manager
It works fine for me. Sounds like all of you need to update your random number drivers.
You can't *launch* a colony ship with zero civilians, so this is a non-issue. Unless you're a cheater.
1. This is usually because your ship gained experience - when they gain experience levels their HP goes up. 2. This is misleading UI - if you scroll down, you'll see the second 'real' highlight on some other project. That's what you're rush buying. 3. Yup
Yeah, and those stars are useless too! We should be able to colonize the sun! :rolleyes: Just label it terrain and call it a day, eh? On higher settings you have far more planets than you'd want to manage anyway.
You can do this. Select the starbase (when not stacked with a fleet) and click on the little note icon at the far right of the bar that contains the base name. This will open up the dialog to let you edit the starbase name.
All ships built at that planet have 50% higher Attack and Defense values (rounded down).
Useful Macro features for players who like to play opn huge maps/piss about with things: where are they? I know galciv 1 had a few but they were always hard to see and figure out. On the other hand moo 2 had none. Here is a list i'd like to see: - send all ships consturcted everywhere/all ships of one type to a rally point (i.e. invasion force) - send all ships const
No, as long as you used the Metaverse option to start the game, you'll be able to post it when you finish.
I've seen problems with this before, but as a work-around, the AI seems to work better if you move the ships near to the AI's planets before trading them.
Dola, What I'd like to see is dilemma choices where the Good choice gives a long term bonus, while the Evil choice gives a short term bonus, and the Neutral choice gives a mix. E.g., for the Hi-Tech Starship around Planet Event. Good: Befriend the aliens. Small +% to starships Neutral: Ask the aliens for help in your galactic conquest. Get a free ship. Evil: Take their ship and sell it for parts after studying it. Large BC lump sum + random weapo
Well, think of it like this. You've discovered that your natural tendencies are viewed as quite evil in the galaxy (XENO ethics). You say to yourself, "Crap. Well, how do I act more like a responsible galactic civ?" The easy answer is to make life better for everyone. So, remember that +20% production bonus you got when you enslaved those neanderthals? Remember
Ok, I was able to reproduce #4 pretty easily. Started a new game as the Yor, tiny size, only opponent a normal AI Terran. Research set to Very Fast in order to speed things up. Put 100% spending, 100% research into getting universal translator. Made contact with the Terrans in 2 turns. Saved the game. I was able to sell them Xeno Economics for 97 BC, followed by Ion Drive for 97 BC. After reloading, I tried selling them Xeno Economics+Ion Drive at the same time, their
Item 4 doesn't happen here. Hmm. Dang it, I just started a new game, but I'll see if I can reproduce it....
This isn't a bug per se, but a counter-intuitive way that morale/approval works. If you build something that adds 20% to morale, it doesn't add a flat 20% to the planet's approval. Instead it adds 20% of Base Morale... what's Base Morale, you ask? Base Morale is the Morale after adjustment for population. Say you have about 20 billion people on the world. If I remember, the pop adjustment for that is something like -60%. So your Base Morale on that world is 100-60=40%.
Evil = Easy mode. Wimps
Yep. Your 100% spending is split between production and research by the three sliders below it. So in that sense, you always have some wasted capacity, it's just the way the system works.