[quote who="AvatarRob" reply="1" id="3548841"]Will it stack up the benefits?[/quote] This. The political party techs behave like any other tech with civ-wide bonuses (pop. growth, morale, etc.).
Gaunathor
[quote who="ManiiNames" reply="9" id="3548638"] Making it non-unique changes it for EVERYBODY, not just the Altarians [/quote] Only the Altarians have the Biosphere Manipulator in their tech tree, so I don't think that's an issue. [quote who="ManiiNames" reply="9" id="3548638"] It is much cheaper to construct the Biosphere than the Ultra-Terraformer, so you could terraform the crap out of your planet extremely easily [/quote] The Ultra-Terra
Well, I would just make the Biosphere Manipulator no longer Colony-Unique instead: Open ImprovementDefs.xml (GalCivIII\Data\Game) Search for BiosphereManipulator Remove the line true Save the file Start a new game as the Altarians It achieves the same thing without changing the Altarian tech tree.
The Colony Capital provides 5 Production all by itself. You're using that to produce everything at the moment.
The description of the Yor tech Economic Efficiency says that it unlocks the Efficiency Center improvement. However, that's not the case. I had a look at the ImprovementDefs.xml to see what is wrong with it, and, as far as I can tell, there is no Efficiency Center improvement.
In reference to Paul's question from the stream: Yes, "Gummisternchen" is a real word. It's German for "little gummy star". My best guess is that it's meant as a pun on "Gummibärchen" (little gummy bears).
[quote who="SilasOfBorg" reply="209" id="3508542"] I had (wrongly) assumed that, when searching for mods to a older game like GC2, anything still discussed and updated in 2014 was pretty much as current as I was going to get. [/quote] Well, you would have actually been correct with that assumption up until two months ago. Nobody suspected that Stardock would ask the community for help to fix the remaining bugs.
[quote who="NGC7000" reply="5" id="3506843"]I find it interesting and entertaining to see a minor rise to prominence, or at least relevance.[/quote] Minors did that constantly in GalCiv 1 (at least in my games). They didn't have that restriction on colonisation back then, so it was possible for them to have a bigger empire than the major races.
[quote who="twilight024" reply="2" id="3506859"]I played GC2 extensively, but I'm not sure what you are referring to exactly?[/quote] He is probably talking about the Planet/Ship List. It allows you to sort all known ships and planets in different ways. For example, all unowned planets by PQ.
[quote who="joeball123" reply="10" id="3506296"]Planet class has always seemed more likely to be related to usable landmass than actual habitability despite the game's claims that class 26 worlds are "like heaven" and class 4 worlds are hell, as habitability doesn't have all that much to do with whether or not I can build something on its surface. However, something that a habitability index would be useful for is as a modifier for the maximum population, the maintenance costs, or the
Larsenex, GalCiv 2 had blind exploration. However, it only referred to knowing where the other races were. If you activated it in the options at the start of the game, you could only see their spheres of influence in areas you had explored. What you are thinking of is Stellar Cartography. You could only see the stars on your mini-map, but not how many planets they had, if you didn't have that tech.
[quote who="DARCA1213" reply="11" id="3501691"]Can you link me the spoil to this you mentioned earlier, would help?[/quote] It isn't outright stated, but you should be able to piece it together, if you read the following posts: The Dread Lords, the Arnor, the humans, and the Altarians The Galactic Civilizations Universe
[quote who="Rhonin_the_wizard" reply="9" id="3501626"]Xendar, not Kendar.[/quote] Right. Sorry about that. (Bloody typos... [e digicons]#:([/e] ) [quote who="Rhonin_the_wizard" reply="9" id="3501626"]Also the old texts stated the Drengin wiped out the Xendar so the humans wouldn't learn about their involvement in the war. And it was the Drengin that gave technology to the Xendar and told them to attack the Terrans.[/quote] True. However, it was the ruthlessness the
[quote who="DARCA1213" reply="7" id="3501619"]The million dollar question is why though?[/quote] Why what? Why Draginol did it? Without spoiling too much, it's basically a time-loop. He has to do all this, or else the GalCiv universe as we know it would not exist. If you want to know more, Frogboy has spoiled most of it in some of his posts on the GalCiv 2 forums. [quote who="DARCA1213" reply="7" id="3501619"]And its still the Drengins fault for starting all this because t
[quote]If I remember correctly, the drengin caused the Dread Lords to come back no matter the consequences[/quote] The Drengin just wanted to get their hands on Precursor technology, by using a Precursor artefact. They didn't knew, that doing so would free the Dread Lords. At least, not that I'm aware of. Still, they weren't bothered by it, because it served their purpose just as well. Let the Terrans and their allies fight against the Dread Lords. Any survivors will then
[quote who="aaronofely" reply="4" id="3500138"] Which is why I started a tiny map to see if logistical range scaled or not. It does not scale with map size In GalCiv2, Thanks Larsenex for pointing out your findings.[/quote] I believe there is a bit of confusion here, because you use a different definition of the term "logistics". In GalCiv terms, logistics refers to how big your fleets can be. It also affects how many starbases you can build before you need to pay for
Could we get a shout-out for the GalCiv 2 modding-community? Frogboy has given the "okay" to incorporate community-fixes into GalCiv 2 to fix some of the remaining issues (specifically regarding the tech trees and the AI). The work for the community-fix is going to take place here cu
[quote who="Belanos" reply="17" id="3495480"]BTW, how many races are going to be in the game?[/quote] There'll be eight major races (Terrans, Drengin, Altarians, Iridium, Krynn, Yor, Iconians, Thalan), plus an indefinite amount of minor races. More will be added via expansions and DLC (like a major race version of the Snathi).
Yes, that's an interesting idea. However, there is a slight problem with it: The Dread Lords/Arnor were the oldest and most powerful race. The second oldest race (and the first of the "younger" races to achieve sentience) are the Iconians. This is a major part of the lore. Adding in new ancient (i.e. older than the Iconians) and powerful races would be a huge retcon. The only way I could see this work is to either make those ancient races come from another dimension (sort
[quote who="Rhonin_the_wizard" reply="29" id="3494989"]Any info you could share with us about this "Act the Gates"?[/quote] Jon Shafer wrote a lot about "At the Gates" on his blog .
[quote who="EleventhStar" reply="11" id="3494756"] You should add a real time search box in the diplomacy window, similar to windows start menu. This will help so much compared to scrolling if there is hundreds of planets/ships.[/quote] Good idea.
[quote who="Echelion" reply="12" id="3494804"]Please dont tell me the Yor wipe everyone else out! [e digicons]:O[/e] [/quote] Not just every one . [e digicons]:cylon:[/e] [quote]So where does Galactic Civilizations go? The story still has 4 more chapters in my mind with the last chapter having many possible endings to it. One of those ending
[quote who="Rhonin_the_wizard" reply="15" id="3493343"] 28. After upgrading the Outreach Group to Mediation Center I can build another Outreach Group. [/quote] [quote who="Rhonin_the_wizard" reply="18" id="3494031"] 28b. This also happens for Elevation Foundation and Missionary Center. [/quote] Just to clarify for everyone else, those Super Projects (Player Wonders, whatever you want to call them) can be build again on another
[quote who="Gilmoy" reply="2" id="3493375"]I edited my own [StarbaseModuleDef.xml], but the change has no effect.[/quote] Did you start a new game? The previous Stardock-games stored certain XML-files within the save-game, in order to prevent changes to those files from breaking the saves. I haven't tested yet, if that is also the case with GalCiv 3, but it is very likely.
[quote who="Rhonin_the_wizard" reply="15" id="3493343"]28. After upgrading the Outreach Group to Mediation Center I can build another Outreach Group.[/quote] I was certain, that I tested all of them. Yet, I apparently missed one after all. And it had to be the one, that is still bugged. Figures. [e digicons]:annoyed:[/e]