In the revenge of the Snathie scenario, one thing that made it hard was that the destruction of the survey ship would cause the game to be lost. I noticed that if I head for an anomaly with my survey ship under which a Prison Guardian ship is hiding, that I am able to fleet up with the Prison Guardian Ship. From then on, I can no longer control my survey Ship, but it is no longer attacked by the Prison Guardian ships, and this removes a vulnerability the Snathie have in
JacquesGauthier
Hello, When playing with a race which scavenges such as the Snathi Revenge and a ship carrying a citizen of an enemy civilization is killed and its ship scavenge this leads to a "Lost Citizen" message which blocks the game from proceeding further. I would suggest converting the ship to an unarmed scout as part of the scavenging process. Similarly, a trade ship of an enemy civilization is scavenged, it cannot be used as a trade ship because it doesn't have a home po
How do you actually use the leaders ? I didn't see a special slot for them in the Govern screen.
If I'm allied with the victor, then wouldn't the victory also be mine ?
I have setup a two team game each with several numbers (playing as Snathi Revenge). I was looking to win via Diplomacy and had already secured 4 members of the other team as allies while still helping my team members with tech and credits. I had setup a team game as the Snathi Revenge are difficult to play as a major race, having other races as team mates gives that civ. a chance to catch up to the others. In this game my faction avoided any conflict except with
A period of transition would not make sense to me. I invaded the planet with the biological offensive so the population is decimated. The quarrels pre-conflict would be moot with nearly everyone dead.
A player who plays as a Pirate could start with an armed survey ship (with excellent range), some money and good diplomatic skills. Perhaps with an intro of which civlization conquered his minor home world. Since the pirate upon starting the game has no home world, he has to trade with civilizations he comes into contact with to obtain technology / ships. He can then upgrade ships to get weapons. When the pirate encounters unarmed ships that are
Hello, When I am making a trade where an AI is to pay me credits at every turn for a tech or ship, the amount no longer appears in the treaty revenu summary the way it used to. Also, when I put an armed ship on a trade route not my own, no amount is appearing on the trade raid income. Do I need a specific tech for this ?
Playing as the Thalan, I researched the extreme world colonization and all three extreme worlds, Aquatic, Barren and Frozen. I colonized Aquatic and Frozen worlds with no problem but I was unable to colonize a barren world. Later in the game I had Atmospheric cleansing, Toxic World and Radioactive world. I was able to colonize those worlds but the barren world could not be colonized still. It was not the colony ship I was using as it worked for a toxic world
The mining starbase originally belonged to a civilization whose worlds flipped to my civ. Pirates took it over. When I attacked the starbase (to release the ressource) the battle menu was not visibly entered. I could heard the firing sounds but that was it. The game hung after that, I couldn't do anything else with it. Tried pressing the ESC key in case it was in the menu part at the end of the battle (even though it wasn't displayed) but no dice.</
There was a cluster of many Drengin worlds whose population were unhappy and many worlds were in a state of partial rebellion. When I invaded the worlds I noticed that these still had the unhappy face emoticon around the planet even though I had 100% approval rate. The status still said that many of the formerly Drengin worlds were in a state of rebellion with various percentages. At first I though it was something specific to the Drengin but it was not the case a
With this current version, If I create a new ship design with the designer and I try to upgrade my ship to this new design in this new move, the new design will not be displayed. It appears that the list of designs that a ship can upgrade to is now loaded into a list and this list is not updated by the ship designer. I suggest that when I new ship design is created, that the list of possible upgrades for a size of ship hull be also updated as it was before.
I did detect the pirates via the survey action. The problem is once I detected them, I was unable to clear them with a fleet because my fleet didn't have a survey ship. Once the survey ship detects them they are no longer hidden and a fleet of ships should be able to clear them out.
If you compare to the sailing ships of the Pirate era, a sloop would carry fewer guns or guns of a lesser caliber than a Galleon however it could outmaneuver the Galleon. So it could shoot less cannon balls per firing turn so to speak but it was more difficult to hit. The Galleon could sink the sloop if it could hit a broadside. So the sloop had to be lucky on every shot, whereas the Galleon need only be lucky once. I would like to se
If we make the following comparisons with boats: Tiny Hull -> Sea Doo Small Hull -> Speed Boat Cargo -> Yacht Medium -> Oil Tanker Huge -> Container ships. You wouldn't put the motor of a container ship in a Sea Doo nor would you put a Mack Truck motor inside a motor bike. It does not make sense for the engine components to be one size only. A Tiny ship has less mass and doesn't need a b
When I tried to survey certain anomalies which were defended by pirates, I was given the choice to engage or not. So I choose not to with the survey ship as early in the game they cannot be replaced easily. So I sent a fleet of ships to clear out the pirates by sending them to the anomaly. I got the message that only a survey ship can survey the anomaly. I think that the fleet should be able to clear out the pirates so that the survey ship can return a
When I sent a freighter towards a Drengin planet, the Drengin responded by making a trade offer. They offered to give me a starbase mining anti-matter for no apparent reason. If I accept their offer, the game crashes. I purchased all trade goods from the different AI, thinking this would make my trade routes more lucrative however I couldn't verify this because opening a trade route leads to the trade offer and game crash. A lot has chan
In GCII I mostly used the military star bases when the civilization I was fighting had better military tech than I did. It was a way to even things out when I was either defending or invading. The constructor limitation (1 module per ship counted) made it difficult to use them though.
Hello, This url shows the changes I am suggesting: https://www.dropbox.com/s/pyuedyta1fko6fr/UpgradeMenu.png?dl=0 The text would be removed to give us information about the number of hit points, ship range, # of moves, tactical speed, number of constructor and population max of a ship model. The last one at the bottom being the size of the ship shell: (C)argo, (T)iny, (S)mall, (M)edium, (H)uge <b
Hello, I had previously reported a bug where a colonist ship would ask to load colonists aboard the colony ship endlessly if no colonists were available because the minimum amount was 0.5 as opposed to zero. The pop-up would keep showing up again and again even if you clicked "Cancel" . This original bug appears to have been fixed. However: I encountered a similar bug playing as Yor except that this time, there were colonists on my world.
The civilization capital is often place on a tile which does not maximize its potential for helping other improvements on the planet. I feel the player should decide where to put it. Also when a world is conquered, he should be able to swap it with another building if need be. It is not uncommon for capitals to change after a war, think Germany after WWII or Alexandria founded by Alexander the Great or Constantinople which replaced Rome as capital of the Rom
Hello, When this bonus comes up and I have a lot of planets, I can spend the better part of a half hour just putting each batch of 3 ships into a fleet and putting them on guard. Can't this be done automatically ? Even If I were to use some right away, most of the time it is not the case, I'd still have to fleet them up. It's a lot of clicks, for every planet to click 3 times once for each ship, then click again to group them up then
It works somewhat that way to some extent. When you pay an upgrade fee, you are basically paying the nearest friendly star base / shipyard to make the repair. If the nearest shipyard is not your own, then the fee should go to which ever civlization owns it. It could be a feature of being part of the UP. The ships of technicians who come to do the repairs are virtual. Perhaps, the ship upgrade system should show you the closest 8 starba
If you've got the blue prints to build one why not build several ?
Hello, I had unlocked: Elevation Foundation (Benevolent), Preparedness Center (Pragmatic), Intimidation Center (Malevolent) in this order. After constructing on some worlds all 3, I colonized 2 new worlds. On these 2 new worlds, the Elevation Foundation was no longer available as an improvement. I looked at the Ideology trees and it still showed as unlocked.