polysyllabist

polysyllabist

Joined Member # 2441971
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Anyway, pop isnt overall pop, it's taxpayers. People over 18. huh... I start the taxation of my subjects at 8... ...the way I see it, as soon as they're old enough to sew shoes together, they ought to be pitching in for the Imperium. 80% taxes... oh yah baby, "We love Leader!" I mean yeah sure, I only have so many state of the art Ind

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#35 by Frogboy [Stardock] Thursday, April 20, 2006 8:36 PM GalCiv II has orbital bombardment already in the form of transports and selecting mass drivers. We just don't alow orbital bombardment for the sake of genocide runs. GalCiv will NEVER EVER have that. I appreciate the feedback of fans

42 Replies 24,083 Views

wrong, it's being done so you can't attack fleets, just blow up planets. I'm looking for the quote now. I thought he was talking about the relative power of weapons in regards to what would be necissary to demolish a planet versus what is available in terms of power against other ships... ...not

42 Replies 24,083 Views

IYou can already initiate orbital bombardment *nearly* without troops. You do need to use one transport, but that could be loaded with only one troop if you like. That way you can blow the bejesus out of a planet's infrastructure, without wasting your troop strength. A tactic like this would make the most sense against a strong o

42 Replies 24,083 Views

There are really 4 things you can accomplish from Orbital Bombardment 1) Kill population 2) Destroy Infrastructure 3) Create enough havoc to reduce production (social/military/tech) by a varaible percentage 4) Reduce PQ Most "normal weapons" would accomplish 1-3 with varying degrees of success (perhaps not type dependant though) Expensive "specialized" tech tree weapons might be able to accel in one or more fields ho

42 Replies 24,083 Views

Why does everyone think that it's either: "No Orbital Bombardment" or "Orbital Bombardment which is capable of leveling civilizations without thought" ??? I mean, as awesome as our fleets are, they have precisions weapon designed specifically to hit a small moving object very very far away (space is big) ... then to do damage in such a concentrated fasion that it is capable of penetrating the thickest armor, strongest shields and densest PD systems... these weapons aren'

42 Replies 24,083 Views

I was thinking the same thing about "trade routes" when I started reading this thread, as the constructor micro-management can be a pain for me as well. The nice thing about making constructors like trade routes, is that like trade routes, they can use similar mechanics for revenue! ...albeit a negative number Think of it, your constructor "route" costing 8bc a turn (avg) to maintain / steadi

14 Replies 6,609 Views

Both methods can effectively generate a surplus for your economy, however. If you want to win miliarily, it's handy to have transports with troops on board... ...and you can't buy population. I like farms

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Cloaking Devices? cool... ...I hate this in other games because if/when the computer uses it I'll scream "filthy (explative deleted) cheating computer!!!" but with Gal Civ 2, I could relax and enjoy being pummeled, safe in the knowlage that it was no ones fault but my own. Tactical Combat would be a dream (probably not in 1.2)... and would likely be easiest if implemented along the lines of birth of the federation (general orders carried out by the fleet), as opposed to 100%

77 Replies 40,837 Views

I saw an ad on pennyarcade, followed it and found an awesome game... ...don't buy magazines because they never seem to really give honest information (or at least not from my perspective values) However, your approach is solid. Every ad can say, "design the look of your ships from over xxx different visually stunning pieces!" "customize your fleet from an assortment of researched weapons, defenses and specialized components!" But I take that slosh with

44 Replies 61,558 Views

I LOVE my ship designs... ...I HATE having to obsolete the core designs every game (clutters my shipyard build box!) so... 1) Can we have a way to add/remove the default ship designs that appear as soon as you have all the required techs? Ideally I'd have zero such ships, forcing me to tailor make new ships every game 2) ...oops,

77 Replies 40,837 Views