Apops

Apops

Joined Member # 1097847
0 Posts 7 Replies 77 Reputation

The argument seems to boil down to moving the starport back to the planet or defending the starport. When the shipyard capability is moved back to the planet, will it be ignored like in GC2? When the planet is under siege, will the defending planet be able to continue to produce ships? Don’t you think in the last several wars that the opposing forces targeted manufacture centers? We did it in WWII. The larger ships (i.e., Cruisers, Battleships, and Dreadnau

110 Replies 249,815 Views

Didn’t realize that there were two conversations on shipyards/starports. Here is my comment from the other post. As far as the shipyard/starports, it really adds to the game play and is a great addition. Yes, it is very vulnerable and the planet defensives should be enhanced for GC3. If you can put all those defensive/offensive capabilities in a space station, they should be available to the planet; be it a projection shield from the planet or string of s

110 Replies 249,815 Views

As far as the shipyard, it really adds to the game play and is a great addition. Yes, it is very vulnerable and the planet defensives should be enhanced for GC3. If you can put all those defensive/offensive capabilities in a space station, they should be available to the planet; be it a projection shield from the planet or string of satellites orbiting around the planet. It should be the equivalent to cannon at a fort to a port, mining of a harbor, or air defensive system fo

5 Replies 9,594 Views

I don't necessarily disagree with the end result of what you want, but I want to disagree with the comparison to modern warfare, which I have seen a few different places on the forums. To assume that the dynamics of future warfare are the same as current warfare is a huge fallacy. In contemporary warfare small, agile units and vehicles are especially useful because our weapons are not particularly accurate. Armor is less useful because weapons are

33 Replies 22,801 Views

Let's be careful in defining the ship spam problem. You are describing a software issue in managing the game play and that is the issue that should be addressed. It has been stated many times that Galactic Civilizations II, as well as Galactic Civilization III, is a strategic game. With that in mind, a sound strategy will include producing tons of low tech ships. Through our world history, a higher technology military force has been defeated by a lesser foe.

64 Replies 109,913 Views

What about Starbases? How do they fit into this discussion. They don't secede, but once they amass enough modules, they achieve a city-state status. When a race is conquered, the Starbase just disappears when in fact that would not happen. A huge hunk of metal just doesn't disappear if it's civilization is conquered and the Starbase is untouched. Wouldn't it remain in space and become an independent state? Unlike ships from conquered civiliz

16 Replies 70,541 Views

One of the greatest features of Galactic Civilizations is the ability to design your ships. Should a carrier be a ship later in the tech tree or a module like for the Troop Mod to add to your ship? If you make a Hangar Module, you can design your ship to include this feature. Depending on the size of the ship, you can add more hangar modules. The hangar module should provide a number of small craft depending on the size of the ship. Even Enterprise, a cruiser siz

4 Replies 18,701 Views