That's what I was thinking it meant.
ScrivenerOfLight
[quote quoting="post"] I like that the bonuses have more than one potential affect. A big thumbs up on this. [/quote] Totally agree--adds great depth and thought to colony layout and strategy. Seems like there are an awful lot of bonus tiles sometimes too, relative to GCII. On one of my planets in the last game I played, I had 7 bonus tiles out of 17 total. Not sure if this is too much or not, because they are so varied. Other thoughts on bonus tiles:</
[quote]There is a Debug Console in the game so you have some interesting commands to play with. Just hit the "`" key, it's above the Tab key.[/quote] Thanks for the info! [quote who="androshalforc" reply="1" id="3452755"] turnactions nice i was just about to write my current game off as broken because i diddent want to deal with destroying and rebuilding a research station every turn[/quote] When you are done improving a colony, if you don't want to
[quote]Treat the nebula like a sensor fog and give a line of sight that you cannot see through the nebula, only 1 layer range from outside. Thus, one could hide ships in these nebulae or dust clouds, or a star-base hidden in them. I think this will bring in some strategic depth to the game.[/quote] Totally agree with this basic thought, though I'm not sure what "1 layer range from outside" means... Do you mean that from the outside you can see into the nebula by 1 space?
[quote]Finally, I think some survey goodies are a bit on the strong side. +2 moves for the whole fleet is a tiny bit strong early game, and finding a ship with 8 attack and 6 defense twice in 5 minutes could be a game breaker. That said, the anomalies themselves are quite good looking .[/quote] I totally agree with this--within the first 20 or so turns I got three precursor ships, one through survey and two through colonization (ice caps event). As a result, I just killed all of
[quote who="EvilMaxWar" reply="4" id="3452631"] The claim that White and yellow might be hard to tell apart on some monitors might be genuine although I do not have this problem here. For this reason I support the use of Green.[/quote] I agree with this--the color difference (or lack thereof) wasn't an issue for me, but I think green text would be much easier to read at a glance.
I've noticed that others have had some issues with colonization and related events. The issue I ran into during my first playthrough was an inability to colonize a particular planet. The planet was habitable and a bread basket, but I couldn't colonize it from any direction. I also tried multiple ships. Perhaps this is a tech issue, i.e. I need some form of planetary adaptation in order to colonize... Also, I've seen some interesting suggestions, such as allowing players to
One strategy I've been playing around with (to good success) in the early game is not maxing out my home world with manufacturing but instead focusing more on getting several decent manufacturing planets as I expand--always keeping a low percentage of production on manufacturing and always building on bonus tiles (sometimes only on bonus tiles until population increases enough). Basically, I am selective of which planets will be for manufacturing early on and get the most bang for my
[quote who="ParagonRenegade" reply="39" id="3449882"] Now I feel like such a dumbass for misreading your question. lol[/quote] No worries--I appreciated your response nonetheless.
Thanks ParagonRenegade. I was aware of the three options you mention, but wasn't sure if there were other more static forms/shapes for galaxies that I was somehow unaware of. Although I'm not new to Galactic Civilizations, I've not been very involved in the online community for GalCiv II, so I wasn't sure if there was some mod that everyone had (or if I had just somehow missed a standard feature) that further affected galaxy configuration.<
[quote who="satoru1" reply="31" id="3449660"]There are definitely some 'configurations' that are only possible in 3D. For example modelling a dense 'core' galaxy, with the outer parts ofthe galaxy being less dense.[/quote] I think such a configuration could be imitated well enough in a 2D map. I realize it wouldn't be exactly the same, but 3D isn't necessary to simulate essentially the same feel. [quote who="Tridus" reply="33" id="3449753"]You could sti
[quote who="dlapine1" reply="91" id="3448880"] Hmmm, What about adding the option for a population module to the list of starbase modules? [/quote] I think that's a great idea.
[quote who="Werewindlefr" reply="162" id="3448909"] Is disagree with that statement. Ruthless/Merciless isn't the same as malevolent.[/quote] I didn't say they were the same. I said they aren't too different, i.e. they are similar. 'Showing no mercy/pity' is similar to wishing evil toward a person, but they aren't the same. But that really wasn't my point. My point is, neither of these terms expresses an ideology. An ideology is the underlying idea tha
[quote who="WIllythemailboy" reply="161" id="3448901"] We don't know anything for certain yet, but it's likely this benevolent-praqmatic-malevolent choice is only one axis on a multi-dimensional scale. There may be several other axes, such as cooperative-(neutral option)-isolationist. How exactly a cooperative-malevolent or an benevolent-isolationist society could be rather interesting.[/quote] Several axes would definitely give ideological choices much more me
[quote who="EvilMaxWar" reply="160" id="3448885"] If I understood the system correctly, I think in GalCiv3 you will be able to chose perks on different ideology trees depending on how many points you have for each. So you could be say, Benevolent with a touch of ruthlessness. I might be wrong but this looks like that from the screen shots.[/quote] That's what it looked like to me. I am curious how the system will deal with items on the opposing sides of the spectr
I really, really like what I see in the new feedback PDF. I've enjoyed having the opportunity to see some of the inner-workings of game development. Regarding the ideology tree, first I'd like to say I like the way the tree looks, and I really like the idea of using the tree to influence available planetary improvements (and number of tiles), trade, diplomacy, cultural expansion, etc. [quote who="Ashbery76" reply="152" id="3448115"] It sees a bit strange tha
I really like the concept art and attention to starbase strategy. I’d rather see starbases more limited in quantity but have increased strategic value. One post mentioned the possibility of using logistics to limit starbase numbers, but if the galaxy sizes are as big and bigger as they were in Gal