[quote who="galacticdoom" reply="3" id="2057840"]Yeah, normal minors are absolute moron's. I don't even bother conquering them anymore, it's not worth the diplomatic hit to do so, even for a class 15 planet. Question? when you play, do you also set all the AI personalities to Generic during game setup? I have found that by doing this, all civ's tend to expand much much better, and I am in my current Suicidal game, to see if it fixes the bug with the Torians and Iconians not building planetary
JetJaguar72
What are the advantages and disadvantages of playing with "surrenders" turned on or off? also: when you play as a "good" civ (like the Terran Alliance), what are the penalties and detourents of playing aggressively (declaring war)? Thanks in advance
Make exploring anomalies more interesting. Some anomalies adventures should include combat, which requires survey exploxers to be armed with weapons -instead of just a survey module. I'm thinking of all the Star Trek episodes in which exploring missions required phasers; or superior sensors. It'd be really nice to see one of your finest vessels being used for exploration. By the way: I can't watch an episode of any of the Star Trek series without thinking, "How can t
If I could pick one thing in GC2ToA to change, it would definately be three way wars; meaning wars where A is at war with B & C and B is at war with A & C, and C is at war with A & B. In my campaign last night, the Krynn declared war on the Drengin because they had been "the aggressor against the Iconians". Then either later that same turn or the next, they declared war on the Acrean saying that the Acreans where the aggressors against the Drengin. The Iconians where allied with the Acr
In my most recent ToA game I was building and giving ships to the Altarians, who needed these ships very badly as they were losing a war. I'd launch the ship (right next to my planet) and then I'd give it to the Altarians; it's color would change to Altarian blue. But then several turns later I'd notice that it was still right next to my planet. Why won't they move their new ships? Eventually I stopped giving away ships, but only for this reason. Can anyone please tell me if th
I'm playing with tech trading off for the first time and I really like it. Other races truly feel alien now. Besides when I used to leave tech trading on, I found that it really wasn't very transparent. And I'd make trades for short term rewards that was more the result of impatience than proper strategy. Now (in ToA), I trade lots of ships to my friends -rather than techs. The only problem is: I notice that the races I'm giving ships to aren't moving them! These ships just sit one squa
So all things considered, should I discontinue adjusting the research slider like this every turn? If it really makes a difference I'll keep doing it; especially now that I'm behind almost every other race in my current game. But when I do this each move, right before I click on "next turn", I can't help but wonder if this is what most players do.
If I allocate a higher percentage to research than the minimim needed to complete the tech in a given number of turns, does the extra "carry over" to something else or is it simply wasted? How do most players deal with these issues? Thanks in advance
Hi, I haven't played GC2 in a long while and I have a basic question about slider settings. Should you move your economic sliders to the minimal percentage to finish researching a technology or build an improvement or ship? For example, if I'm researching a tech that will be finished in three turns with my current percentage allocation to research (let's say 50% research for this example) should I lower this percentage to the minimum percentage it takes to complete the tech in three tur
So is a far less aggressive colonial rush strategy better in ToA? Even if an aggressive colonial rush strategy is expensive early on, does it not pay off long term?
Has ToA changed trading in any way? I don't mean tech trading; just trade routes and freigters. Thanks in advance
Is there any way to change difficulty levels during a game? I have a really good game going right now, but I should have played on a harder setting.
I think I'm going to try a game of TA with tech trading turned off. I've never tried this before. How does turning tech trading off effect things in general?
So the "all factories" method doesn't work if you play with tech trading disabled?