Just a random idea here from a casual player, but what about this for "tall" civilizations: At a certain level of population, you can commit to a planet by building an optional improvement. This greatly boosts the population cap of the world (making it a "Tall Colony"), but reduces the growth rate of non-Tall Colonies by a percentage. The in-universe justification could be that Tall Colonies become a location people want to live over other colonies. Over a lo
TitanCreed
I should preface this by explaining my relationship to GalCiv: GCII (with the Trek vs. Wars mod) is one of my favorite games of all time. I got the Founder’s Elite Edition of GCIII out of love for the franchise. I tend to play GCIII in bursts, making a large map and playing until I burn out. So consider these comments from a devoted but casually-minded fan. TL;DR: I suggest fewer elements for given mechanics and more choices for what you have. RESOURCES:
The middle market suffers from a lack of a proper distribution model. Digital distribution helps, but it doesn’t solve the inherent issue: a good product is sometimes more valuable as part of a set.
Hello everyone! If you ask me, GalCiv2 is a contender for the greatest game of all time. I still play it regularly. As great as it is, mods make it even better. So what about you? What mods did you use? Are there any that you are hoping will return, or will become a basic feature? Obviously, im