My understandong of the economic model is the following : to produce, you need 1) cash and 2) workforce (includes manpower, logistics, etc.) Unlimited amount of cash can be spent : it is not a hard limit to your production, as long as you have money in your chest. On the other hand, workforce limits your production at all time. Manufacturing/research points actually reflect your maximum production that can be achieved if and only if all your worforce is devoted exclusively
CortesMaltose
Another bug : some rally points do not disappear from the rally point list (and can actually be used as rally points) even if they were disbanded and do not show up on the map any more. I think this could happen when several rally points have been put in the same parsec. I can provide my savegame if necessary.
When an unowned planet is selected, pressing T (brings up the rally point list) crashes the game. Also, keyboard shortcuts X, [ and ] (all concerning rally points) do not seem to work at all. This is especially annoying since there is no way to select a rally point if it lies in the same parsec as another pbject (for instance a starbase). I could not find a rally point manager. The governor screen does not allow to add/edit rally points either. It would be great to hav
Fortifications already exist : there are planet improvements that boost defense. I am against planetary bombardments, except if completely abstracted and always coupled with invasions. Some planet improvements could be destroyed or damaged (i.e. downgraded) when a brutal invasion tactic is employed, even if the attacker is finally repulsed. However, in the case of a failed invasion, the resulting damage should be capped by the amount of invading troops engaged and the casualties infl
Back in the good old GalCiv I days, population figures did not represent the whole population, but rather the number of "taxpayers". Basically, this abstract concept stood for active citizens, rich enough to pay taxes, able to bear arms and to contibute actively to the economy. This is a way to describe the relevant (not raw) demographic power of a planet. When you invade a planet, you just have to overcome the resistance of those "taxpayers". Casualties do not necessarily mean that t
It seems that adding dedicated suicide ships would be a bit too complicated in the current setup, but I could be wrong. Well there were suicide ships in GalCiv I : Anti-matter missiles. They were quite cheap and had a huge attack factor, but had a low defense factor and were automatically lost when attacking an enemy ship. However, if they were prop
I do not think defense satellites are needed. You can already build slow-moving, low-range defense oriented ships to protect your planets.
I'm not really convinced by mines either... Will there be antimatter missiles (i.e. suicide ships) in GalCiv II ?
I support the introduction of a real "Peace Treaty" diplomatic concept. Basically, instead of merely asking for "Peace" you ask for a "Peace Treaty", that is a clearly defined period of time during no war can take place. Of course this Treaty can be broken but there should be penalties : First, it should be harder to get Senate approval to declare war. Second, if war is declared in violation of a Peace Treaty, the agressing race should suffer penalties (the harshness could depend on factors
This should only be allowed (both ways) through a cheat, so that the modified game does not count in the Metaverse.
I am pretty sur an alien fleet could invade Earth (a relatively small planet in the universe, with only 6 billions inhabitants) in one week. Of course, it would require using extremely destructive invasion tactics or a much superior technology. Using conventional warfare against a more populated planet having a similar technogy would take much more time on the other hand, even if the invader has complete air superiority.
I perfectly understand that the attacking civilization hould get a huge advantage, especially if the whole population counts as soldiers on the defending planet. A civilization unable to prevent invasion ships from reaching its planets should be in big trouble. I even think that every invasion (failed or successful) should hurt the defending planet, causing huge infrastructure damage if destructive invasion tactics were used, provided that the attacking player committed enough troops to invade
Some random thoughts : - Invasion Defenses seem underrated compared to the rest. I rarely (if never) built them on my planets in GC 1, and considering room limitation in GC2, the defenders should get an interesting bonus. A fully upgraded Invasion Defense should nearly compensate air superioriy but it should be very expensive to maintain (top anti-air defense, guerrilla training for the population, etc.). - What does the bonus for neutral races stand for ? It is an interesting concept
I must say I quite like the idea that you have to risk (and generally lose) a huge number of your own citizens (that is, your vital forces) to capture a planet. Even if it doesn't make sense, I think it balances the game.
Je suis convaincu qu'il y aura une version française de GalCiv II. Paradox Entertainment est responsable de la distribution en Europe, tu peux faire un tour sur leur site internet. I am pretty sure there will be retail version translated in French. Paradox Entertainment is responsible for the distribution in Europe, you may want to go to their website.
It should be ok, I have a slower computer and the game works very well. I had to update my video drivers though.
Maybe the player would have to make a choice : waste money to pay unemployed workers or cut the social benefits and experience a morale drop... This would be a kind of very simple unemployment system.
I agree something should be done to prevent rounding effects from making you lose money. At least the money not spent should be returned to treasury. A good option would be a technologic queue similar to the build queue on planets.
I saw today that the Swedish company Paradox Interactive has just signed the European publishing rights to Galactic Civilizations II. I guess that they will be responsible for the localizations.
Simple but wonderful idea.
I don't need (and don't want either) detailed ground combat but there would be a nice feature to put in the game : allowing land assault to last more than one turn (In GC2, 1 turn = 1 week). Even if realism is not a main objective, it would be nice that both the defender and the attacker try to gain access to an attacked planet in order to bring fresh troops and improve their chances of victory.
I guess the main interest of going up the tech tree in a particular weapon field is having the possibility to have more firepower for a given room on a ship. If ships had an infinite room for equipment, one could build very powerfuls shipd by just adding an normous number of basic weapons. But ships have a limited room so with a given tech level, firepower is limited too. But with advanced techs, more powerful items become available. I suppose tere must be some kind
What about the AI in EA2 ? Can it handle those diplomatic options reasonably well ?
As you have an ATI Mobile video card, I am pretty much convinced that you have outdated drivers because you get exactly the same kind of debug informations as I had. I own an ATI Mobile M6 card and using the (unofficial) Omega Drivers solved my problems. Here is the http://www.omegadrivers.net/ If you are not comfortable using third party drivers, I suggest yoy to wait until ATI finally releases updates drivers for Mobility cards.
It works in the lastest version but scrolling is desperately slow when the map is zoomed out. It needs tweaking based on the zoom the player is currently using.