Honshu, I think perhaps [i]retarded[/i] is an awful and unfortunate word to use here, but I like your overall idea - give certain kinds of bonuses and penalties to all three choices. Going evil in GalCiv could often turn the tide against you, depending on the other civs around you - I lost at least one game because I went evil, and had a few other turn a few degrees harder. Turning evil in GalCiv 2 doesn't have quite the same sting.
Phaedyme
[quote] This leaves me with no other conclusion that the people are all killed in the invasion. So why do people keep on insisting that this is not the case? [/quote] Because the game mechanics are an abstraction, not intended to be literal.
Well, might be worth a try just to see what it's like now. :) I mean, you have paid for it. My point was just with Stardock, you can actually check whether their games are good pre-release because of the pre-order open betas - not just buying yourself, but finding people who have purchased and seeing what they have to say.
What about the maintenance cost for the initial colony? Of course, I don't even remember what that is.
[quote] Well, yeah, but the difference here is that if you want to give Sins a try pre-release, you can. Or you could ask the people who are already beta testing it outside of Stardock. I can? Where? Gimmie. [/quote] [link="https://www.sinsofasolarempire.com/store/?REFERER=sdcentral"]You should be able to purchase it here[/link] or through Stardock Central. I'm going to hold out simply because I've never been a
The invasion bug was fixed last Friday.
Well, yeah, but the difference here is that if you want to give Sins a try pre-release, you can. Or you could ask the people who are already beta testing it outside of Stardock.
[quote]Sorry guys, no beta this week. The Team has been doing some play-testing on the Sins Release Candidate, leaving GC2 with only a small handful of tweaks, which we'll roll into the next update. [/quote] Ha ha, play [i]testing[/i]. So it's fun? :)
[quote] No idea where you could place the Economic Modules, though. I can imagine some civs not being able to build the production-boosting modules for Econ bases. The way the new Thalan tree reads to me, it might just be too much to expect a Thalan equivalent in one of those tiny, primitive bases. [/quote] Doesn't that sort of thing make their super ability irrelevant. "You can instantly build factories, but we're going to excise everything that m
Ah, surrenders. In my current game, I'm playing the Korath. I started near the upper corner, with the Thalan to the left of me, the Yor to the right, and the Drath and Korx to the south. I almost immediately felt cramped and started gassing the Thalan worlds until all the good civs had a secret meeting and decided to declare open war on me: The Iconians, the Drath, and the Altarians. Two turns later, the Drath surrender to me, and two turns after that, the Altarians surrendered to me. I was play
I assume it's random. In my current game (which I've been playing on and off for the past few days), I have something like 20 +300% research tiles spread across 80 worlds on an immense map. A couple worlds have two. I also have about 5 or 6 +300% manufacturing tiles, but none are doubled up. Overall, I seem to get piles of the stuff.
I was only really impatient for the invasion screen crash bug to be fixed. I want to see the tech tree tweaks, but I'm not foaming at the mouth for them... not that anyone else shouldn't foam if they're really excited. :) Loupdinour, how long did you spend researching techs before you could build anything at all? My problem is less with what the Thalan get and more with how long it takes to get into any kind of gear.
Oops, you should keep an eye on that, and pay your neighbors to war on your other neighbors! Once you kill the Krynn, you should be able to make peace again. Of course, you'll still have a hard time establishing an alliance. Speaking of pear-shaped, the second to last time the Arceans got that in one of my games, they were allied to every race on the map but the Yor. God, I hate the Arceans.
The "Beta Reports" forum is the accurate place for such posts. Still, do you have a save of the bugged mission? If so, zip it up and e-mail it to [email protected] with an explanation of what you did that triggered it (that is, played A Nightmare on Dithir and started Return of the Dread Lords).
Should probably try the cheat to switch to playing Drengin in that game and see if you can talk to anyone at all.
I just remember when I could use tech and trade goods to bankrupt all the other civs at higher than cakewalk difficulty, in GalCiv 1. The tech trading now is pretty tame in comparison. :)
Dude, if you want to argue over whether the entire population [i]really[/i] rather than [i]game mechanically[/i] is exterminated, take it up with Brad Wardell. He's made this point before: Only the Korath exterminate instead of conquer, and then only with spore ships.
The AI upgrades freighters, colony ships, etc. I never check their survey ships because they totally neglect those, but the cargo-class ships do get upgraded. You can see this just by looking at them - they look ugly, because the AI sticks the transport/freight/constructor modules in stupid places.
[quote]Tech trading itself has needed a fix forever but they'll never do it :/ You shouldn't be able to trade for any tech that isn't on your tech tree somewhere. Period. Tech trading itself shouldn't give you the tech either - I like the idea of it giving you parts of the research instead. [/quote] Er, why on both of those? Something not being on your tech tree doesn't make it impossible for you to implement it, unless it's based on something that is simply physicall
In my experience, the AI fields its own designs rather than the core designs that everyone gets.
I don't know if the income hits cover up "defects in the design." I'd be more inclined to see it as a defect itself, but it is the sort of thing that I play GalCiv to avoid. :(
I attack all the starbases I can so I can claim the resources. I attack miners if the opportunity arises. I leave asteroids alone, because they'll flip once I conquer the nearby planets.
Who was it who posted about how he wins masochist or suicidal tiny maps because he gets a military lead while the AI gets distracted with extreme colonization techs? I don't often research the techs, although I will usually trade for them. I do research advanced toxic for Korath, though, or if I'm fighting Korath.
You really do need to be able to have a larger treasury without penalties on larger maps, I think. I mean, the 20k limit is fine if the stuff you're building can be purchased for just a few thousand each, but when you're building large or huge ships, it can become a real burden. :(
[quote] 3. The Korx should have a new super ability. All the other ones do something that no one else can do. The Korx just give them techs that everyone else get. It takes away from them feeling special. Please see the Kyrnn special ability. They get the Counter Espionage tech right off the bat, a spy at the start and get spies faster (aka spend more money). I think the Korx get more money from trade routes by default too... [/quote] If t