If there was GalCiv2 equivalent of Civilopedia, bugs like this would've been found long ago.
player1_fanatic
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Well in my Crippling game they still haven't researched it. On the other hand I usually rush for Xeno Ethics, since it gives me access to Harmony Crystals and even extra morale boost when I take Neutral alignment. It's funny how I'm running 80% tax rate with most of the planets around 100% approval (exempt those above 10mil people). But I also have Ultra Spices and many entertainment techs, plus 20% morale race pick and populist party.
As for unarmed defenders being a tactic, I doubt that. Otherwise they would use that in sandbox mode too. By unarmed defenders I don't mean colony ships and other real unarmed ships, but a ships with battle hull and no weapons. That's a bug , not tactic. No reason to give defender several points in armor and not a sinle weapon.
Some of the replays are missing the point. It has nothing to do with difficulty. AI builds military ships (defenders, frigates or anything) but without any weapons. I mean, I see defender with several points in armor, but not a single weapon. I noticed this too in first 3 missions and stop playing campaign. P.S. It only happens with Drengin ships, Altarians build military ship properly. P.P.S. In all 3 missions I have not see
Alt-Tabing crashes my game in 50% of cases. Now crashes do happen in some other cases, but not often. But, Alt-Tabing is something that definetly needs to get looked up.
One question: Since tax is releted to square root of population number dosn't that mean that there are diminishing returns for bigger planets. I mean two colonies with pop of 9 will give two plantets with mutiplier of 3, while one with 18pop will just give 4.24
Hmm... As far as I know in 1.1, it's enough to have friendly relationship to get alliance. Unfortunately for me it ment very easy and cheesy diplo victories (lots of gifts in 1turn), so I turned diplo-win off.
Ugh... It almost sounds like exploit of the system.
That why such games have good ingame help, like Civilopedia for Civ series. It's really something that is missing for this type of the game.
The only place I have no approval buildings are class 4-5 coloies that can't get 5bil people. In other cases I always build then since they have mutiple functions: growth + economy.
Something about farms. In my experience, I actually do build farm on +300% bonus tile, but only basic one, which I never upgrade. Of course, only if it's big world that can support late game morale boosters. One thing it's missing in the the guide is powerful population boom startegy. That means, keeping taxes low to get 100% approval and doubling growth rate, and using morale buildings as sort of growth and economy buildings. Growth in a way that you need go
Morale is the best for a race pick, since it leads to higher taxes and thus better morale. Also makes it easier to put cities to 100% which also doubles growth. As for parties, if you already chose +20% morale for your race, getting Populists isn't really that much needed.
To make less exploitable jumping in tech by taking newest weapon or defense tech only, AI should price such tech with its base price, plus price of all prerequisite techs that player doesn't have. And even maybe something extra since it is top AI military hardware.
Focus on social is the key. At least for my smaller planets which have no more then 2 factories. That gives enough edge to finish buildings a bit quicker. Biggers ones get at least 3 or 4 factories.
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1). 2) Doubled growth from 100% approval should be removed Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough r
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1). 2) Doubled growth from 100% approval should be removed Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough r
Really, it's shame that something like Civ4 Civilopedia is missing in GalCiv2. Exempt of a way to easily indentify what every thing does (without looking at manual, since manuals usually do get obsolete after several patches), it could've been a place to flesh out racial descriptions (there is lots of back story to tell). So IMHO, this is something that really needs to be done for expansion. Encyclopedia Galactica we need you! P.S. It could also b
I bought GC2 off the shelf the day it was placed on it. I played the beginner level, and as predicted I won without a sinlge issue. So I elevated myself to the rank of normal. and I have yet to win a game. Ok We all know the game cheats, as a way to counter the effects of our ability to strategically think, but this is rediculous. Just about every civ out researches me, a
I only use life support to extend range of my trading fleets. As well as for my specially designed "first contact" ships.
Tech trading turned off is not solution, it's workaround. Bad one never the less. Killing game core features for sake of gameplay. And it could also hurt, AI since they between themself can't trade then.
TURN OFF TECH TRADING....problem solved. Sheeesh, no need to patch the game or whine about winning this way. Just use the settings provided in the game so you can't trade tech and then you can't win this way. It also makes the game harder as yoiu have to research everything to get anything. Removing crucial game features doesn't make game bett
At least UN win in Civ4 is bit more difficult. I never suceeded in getting it, although I played CIv4 all the time. P.S. Btw, implementing some Civ4 UN abiltiies to GalCiv2 would be nice. Like having general secretary who in fact posts proclamations to be passed in united planets (not just random thinkgs like it's now). P.P.S. As someone said, change of eagerness to get ally from 1.0 to 1.1 definetly gave it's ugly side. While I don't think h
Agreed... Btw, I never played Galciv before 1.1
As for Civ4 comment, regarding "tech-whoring" (seperate problem from 1-turn diplo win gambit): Well if you want AI to act like Human, then they need to use something similar to Civ3 model. I mean that's what human player does all the time. Agressive trading. With some spicing of Civ4 model when some particular techs AI won't trade for strategic reasons (to neither player or any other AI, otherwise other AI could spread it to someone else). Combining this with mech