In GalCiv 2 Dread Lords, I complained about the lack of defensive ability for starbases. After upgrading a starbase to max (including researching all techs to do that), they were not well suited to their own defense. Fleets could be made that could kill a fully upgraded starbase. It was better to keep a fleet on the same tile to defend them... if you even bothered. It became worse in Dark Avatar when the combat system got changed and starbases did not get improved to take advantage
DivineWrath
Verified. I now have won a tech victory. Thanks for the help!
Oh? I'll try that out. If it works, I'll insist that it be mentioned somewhere that the ascension gate is an upgrade.
I tried to win a tech victory the other day. I ran into a problem that prevented me from completing it. It seems that I can't build an ascension gate. I'm under the impression that it is a planet improvement. Unfortunately, I can't seem to find it as something that can be built. Has anyone managed to win this victory type? I'm trying to figure out if this problem is just me, or if it affects everyone.
Speaking of the UP, does the cease war option (or whatever it is called) work? I tried to rush too aggressively during the colony rush, trying to see what would happen if I left myself vulnerable. For some reason I ended up at war with the Drengin. I first tried to pay the Drengin to end their war with me, but they declared war on me the very next turn. I then tried to use the UP to force the war to end, but they also declared war on me again. Isn't that vote option supposed to force peac
I like the colony rush. I like growing my empire with an explosive burst. I like beating the AI to planets. I like ending the colony rush with the most planets. ...I also like ending the colony rush without leaving myself vulnerable. I have played many games of GalCiv 2 where I screwed up and ended up having wars declared on me before I even researched weapons. In those games, I had put everything to the colony rush. It was a lesson that I learned that I should know when to end my
If you become the head of the UP, you can have this act cancelled (one does not remain leader of the UP forever). In fact, if you want to be a jerk about it (lets face it, the AIs were jerks voting it in the first place), then you could strategically place colony ships so they could colonize all the remaining planets within 1 turn of the act being cancelled. Unfortunately, it sounds like getting enough UP votes to make this happen might be the hard part.
Also, if I recall correctly, the devs wanted to test the design by not offering a manual. They wanted to test if the UI works well. If the UI was well built, then people shouldn't be needing to ask these questions. Such questions can be an indicator that something could be improved.
Why don't you ask some questions. We might be able to answer your questions. To answer your current question about the end turn button, the game doesn't like ending turns if there are still things to do. It will hide the end turn button until you resolve all problems. To reveal it, you must fix all the problems. Examples of things to fix include idle ships, planets with things still to build, shipyards not building ships, no research in progress, ideological points that cou
I don't need to worry about the AIs. I easily out perform them. I out colonize them. I out research them. I overwhelm them in combat. I will worry about the AIs when they are no longer a joke.
[quote] Hi, I'm about 20 hours in and finishing my first full game, and would like to list issues I have discovered thus far. I've jotted these down on a notepad over the last month, so please disregard anything you have already fixed. I've also only listened to a few of the developer reports, so may be missing some things already covered.[/quote] Welcome. [quote]Master production list: The list of planets and their projects is use
I'm one of those people who have been leaving their colony ships nearly empty before sending them out to colonize worlds. I've been doing this for a while. I found that sending full colony ships hurt the production of my ship building worlds too much. My population didn't recover fast enough to cover the loss of a full colony ship. True even when I was doing things to boost population growth on those worlds like building hospitals and morale buildings. I found that attempting to i
I'm using immersion in the sense of deep role playing. Basically being an actor and enjoying playing your role. Many people in this thread have stressed the importance of giving the AI personalities and other things. They talk like they very much want to feel like they are the leader of their civilization. Another poster had already pointed out that there seems to be one group that wants immersion and another group that want the numbers. [quote who="AuraBoy" reply="2
I'm pretty sure I know what immersion means. What I fear is trade offs. Trade offs as in what you must give up to get something else. In this case, if the devs end up thinking that immersion is the only thing that is important to the players, then they might end up sacrificing things to free up resources to further boost immersion. I fear that thing might be the stuff that I like. What I'm doing is making sure that the devs don't forget about other players, such as myse
I want to do a follow up. There have been a lot of people talking about immersion. They seem to talk as though it were the only thing that is important. I'm one of those people who cares more about strategy and numbers than immersion. If anything, I worry that too much immersion will make it difficult to play the game. Sometimes the best thing I can do (from a strategic perspective) is click end turn to continue progress in researching a tech or building a ship. There are many
The Galactic Civilizations series was first thought up decades ago. It was a different time and different ideas of where to go. The basic story for the GalCiv series was written long ago. It may have got changes over the decades, but if it changes too much then you might as well throw out the script and start creating a new game. I don't know if the script could survive if people were replaced with machines. On a side note, even if everyone could be replaced with machines, it w
One might argue that you should be able to get some idea of what kind of planets are out there. Humanity has developed astronomy techniques that allows you to find planets orbiting stars, and even determine the colors of those planets. That is a better than knowing nothing. Hell, if you can see the star with sensors, you have a closer look at than your home world. This also says nothing about new astronomy techniques humanity might come up with in a few centuries.
1. I like diplomacy that you can get stuff done with. I like diplomacy where a reputation plays a factor. I like diplomacy where I don't need to work hard on upkeep. In GalCiv 2, I could be the most powerful and most peaceful empire, and be on good terms with everyone because I they didn't want to fight me and I didn't abuse my power. It was not a requirement that I keep making deals with everyone. I did not enjoy the diplomacy in Space Empires 5. It was not clear what
I don't care heavily about graphics. I spend a lot of time zoomed out, so I don't see things much. Just don't make it ugly and I'll be happy. Also, I think it is a bad idea to compare graphics with some of these other games. Some of these companies try too hard to make games with amazing graphics. They lose focus on game play and fun in the process. Do you really need such attention to detail? Does it make a game more fun? I also think it is wasteful to p
From what I understand, the maintenance costs from planet improvements helps to kill approval. You seem to have a many high tier planet improvements (which normally has high maintenance costs). Destroying a few should help boost morale (though you might want to try something else). Farming should be used to some degree on all worlds. Production = population * production bonuses. This is before you split distribution to manufacturing, research, and economy. This is before you get bo
I had problems with the Iridium Corporation as well. When I had problems building a starbase, I tried just everything I could think of to make it work (even some things shouldn't have an effect). Nothing worked. After all my testing, I'm very sure it is broken.
Is there any difference between the opt-in update (now gone) and the current version?
I reported 2 ways of rush buying ships for free over a week ago, but thanks for sharing anyways. It helps to confirm bugs. [link="https://forums.galciv3.com/456977/page/1/"]Free ships with rush buy[/link]
I don't think that the DLC is going to be done by release. In fact, I think its going to be those kinds of things they release some time after the release of the original game. Stardock is a company that develops patches for their games for years to come, and has released expansions for their games during that time. We would still be getting GalCiv 2 patches if it weren't a pain in the butt to get the compiler working again... I suppose that is one of the perks of being a p
[quote who="Tohron" reply="4" id="3489192"] Here's the thing though, while another farm in your scenario would only increase manufacturing by 20%, it would also increase wealth and research by 20% as well, meaning that you'd only want the factory if you were focusing the planet VERY heavily on production. In a more extreme example, a 20 population planet gets +10% each to wealth, manufacturing, and research, so a balanced planet would STILL be getting more bang from another