I got VERY lucky on one of those scenarios and stole the Black Hole Gun technology Then I just packed it onto Cargo Hulls (1 shot from the Dread Lord ships will obliberate my strongest Dreadnought, and its faster and more efficient to build Cargo Hulls than Huge Hulls when both have the same mortality rates), along with engines and logistics, and crushed them. Different people have differing degr
Shadow
The Mind Control Center doesn't work as the description says (I think). It 'only' doubles your income empire-wide (that means it is the equivalent of building 1 (or maybe 2) Economic Capital on every single planet of yours.
I see your medals too - Ensign, Thalan, Chaotic Good, and Normal. Edit - Now I don't see MY medals. Do they exist, or did I just hallucinate those five games?
Would guilds, clans, and other groupings of players working together count as 'player + player vs. computer'? Almost all online games feature some form of 'player vs. player' and 'player/players vs computer' combat - but I see what you mean. The focus would likely be on the second form of combat. I could see that as being a very enjoyable game. Who knows? Maybe, in the far future, one of the Galactic Civilizations universe could be done <img src="http://images.stardock.com/Society/smiles/BigSmil
The only game I was NEVER able to put down was Warcraft III: Frozen Throne (seriously - it was so distracting that I eventually had to snap the CD in half to get myself out of the hole). Warcraft had excellant replay value because it was so easy to mod - the World Editor that came with the game was somewhat unintuitive, but was very powerful if you knew how to use it properly (the same could be said of most in-game mod applications, perhaps, but still). Almost all games eventually lose the thing
The problem with those kinds of ships is that they will almost always lose, one-on-one, against ships that have more HP than they do. They can be very effective in fleets, at least in the early game, but generally stand no chance against a well-defended ship with more HP.
As is mentioned in the game, the population really only refers to able-bodied citizens (read: taxpayers and cannon fodder). The 'population' grows (or shrinks) in the sense that more people register/pay taxes (or unregister/flee to the hills) each week.
A lot of you are forgetting that your allies can defend your empire while you are offline as well. This will lessen the importance of the AI defenders (I believe Stardock said defenders will always have a 2x combat advantage). Why should wars be relegated by treaties? There is a fine line to walk between too many rules (like massive limits on who you can and can't attack that makes it almost impossible to expand) and too few (newbie players swallowed up overnight by exploitive blitzin
It might be viable in a future expansion pack, actually (or even GalCiv III). There isn't much chance it will get into Dark Avatar or the 1.3 patch, though. I see two basic ways to go about implementing it. The first way would just be 'fluff': ships randomly travel back and forth between planets in your empire provided they do not cross over into enemy territory. These ships would have little to no impact on the gameplay (maybe they could be targeted to declare war or something, and som
Design your own custom ships from the Shipyard (the icon on the bottom-right-hand side of the screen). Once you have researched the appropriate technology, you can create any kind of ship with any kind or combination of weapons and defenses. You can rapidly design ships using the method Thonnaral described above. Go into the Shipyard later and make pretty ships when you have time. You can upgrade ships, but there are certain limits as to what can be upgraded to what - and not j
Perhaps, instead of reputation, you could use a 'Diplomacy Log' that would show all the diplomatic moves the players had recently made (though not the specifics of a deal - you would need a certain amount of espionage to find what Player A gave, traded, or took from Player B).
One thing that should be noted is that they can't be resold to other players; you can purchase (or sell, if you own the trade good) the right to use the trade goods, but you can't sell that right to other players (unless you own the planet the trade good is on). So if I bought Gravity Accelerators from the Iconians, all of my ships would have +1 speed, but I couldn't then sell Gravity Accelerators to the Yor (unless I captured the Iconian's planet that housed the trade good).
"you are a sexually frustrated booger eater." We found a witch! May we burn her?
If you are willing to take the time to make one, you could probably make your own game example, provided you know how to format pictures and write a story or at least a debriefing.
If you (one) actually wanted to see the game made, were not concerned with money/power, and lacked the time or expertise to create it themselves, one (you) might submit their idea to a popular game developer in the hopes of it being used. The chances of this (ie the game making it to the pre-development stage, at the least) are astronomically low, of course, and the chances are slim that Stardock would hire that person. Of course, if that same person thoughtfully and caref
What do you mean by useless? If you mean you won't be able to 'use' the premium without the ~$10 monthly fee, then you are correct. The free version of the game will be free (surprise!), though, and available for everyone (available first for TotalGaming.net subscribers, I think, and Stardock customersr, but eventually available for everyone).
If the idea was implemented, planets should have a 4-parasec circle of level-5 identification regardless at the start of the game regardless of all other factors (so many observatories and potential places for telescoping, plus orbital telescopes, that it becomes almost impossible to surprise a planet early on). Starbases should have a 2-parasec circle of level-5 identification, but their sensor improvements should add twice as much as ships (because starbases are very large, stationary objects
Correct, there is no way to spy on minor races - or break alliances with them (at least no easy way to break alliances). If it gets annoying, I would suggest extorting the race into bankruptcy and then conquering them.
Check the date of this Almost a year old from the last post - over 2 years since Draginol made this.
The primary bonus of being good is getting advanced diplomatic power with other races - it makes it very easy to befriend and ally other good or neutral races, and team up against super-powered evil races. Good civilizations work for everybody's interests; they care about each individual and won't tolerate even small degrees of risk for short-term gain. Neutral means, in effect, that you only look out for your own people, and help or hinder other races only after your own civilization h
For a whale of a good time, join the B.C. Space Orcas at the below link: http://metaverse.galciv2.com/index.aspx?g=empire&id=1161 Just click on the 'Join Empire' button to join. We are currently the #1 empire and can use any and all new members!
What difficulty level are you playing on and how far into the level are you? The AI sometimes makes unarmed ships to prevent transport rushing, and they don't update their ship designs that often, at least when compared to human opponents.
Wow. Brilliant, if somewhat unpolished, storyline here. I would love to see more of these stories or plot elucidations - and not just in the Galactic Civilizations games, either. You have me hooked (I was already hooked, but nevertheless); keep up the great work!
I haven't noticed them when I play, but that's probably because I don't look for them. I do notice them on the battle screen, however - maybe you just need to zoom in really close to see them.
Does it still say the same PQ after you first check on it and discover that it doesn't have the right amount of tiles, or does it change to reflect the new value?