number of upgrade elements I have to remember. Would you guys/gals consider adding in a few time-savers in the starbase department? ::cough::queue::cough:: - Nobody
IBNobody
not sure I like this idea, Cari. Starbase micromanagement was bad enough, but this just sounds like more work for the same gains. I like fiddling with sliders better than watching constructors. - Nobody
supposed to like? Nope, sorry... - Nobody
ou can set before a constructor is built. 3. I agree with fsk+. But I also think ALL abilities (trade, influence, production, etc) should be related to distance. - Nobody
More info is always good. More info displayed neatly and not buried under tons of menus is even better. - Nobody
is very appealing in a strategy game. Anyways... I'd be more inclined to lean your way if the techs in Galciv actually did something. - Nobody
y researching battleships of my own. I'm reacting to an event. Otherwise, I'd continue to mind my own business and build up my economy. - Nobody (Can you tell I'm an engineer?)
In regards to being able to select your race... You can play as any race, true, but what separates Humas from Drengin other than fur and some awesome background music? If I play as the Drengin, will I find that other races are predisposed to give in to my bullying tactics? If I play as the Altarians, will I start off as "good"? Will choosing a race be more like choosing a political party in Galciv 1? Will the fixed r
e dreams, though... We haven't heard anything on how espionage fits in with Stardock's "budget". - Nobody
he atomic tests we've carried out in developing bigger and badder nukes. - Nobody
Free expansions? Or pay expansions? - Nobody
>You can only have one building per tile, but you can put multiple upgrades on that tile. What limits us from constantly upgrading tiles? Upkeep? A fixed limit? - Nobody
nt>
hs (and Galactic Wonders) that add numerical constants (+10 economics, +10 trade, +10 diplomacy, etc) are just plain dull. - Nobody
sdoings. It was a very entertaining strategy in MoO1, but I think it lost some luster in MoO 2. You could pit once race against another while you steer clear of combat. - Nobody
Will there be more espionage options than in Galciv 1? Before, you could only spend money to learn about a race or spend money to "destabilize" them. (I never figured out how exactly destabilizing someone actually affected them, but I understand the concept.) 1. Let us steal techs. (Having a minor race steal for you isn't the same.) 2. Let us sabotage our enemy's starbases and planets. 3. Let us hijack ships. 4. If the en
enses? Will each defensive upgrade boost all three defensive areas at once, but in different amounts? - Nobody
economy or production. The United Nations. The Hunter Seeker Algorithm. EMISSION GUIDANCE MISSILES! (WooHoo!) They were difinitive goals to reach in their respective games, and each added something new and unique. - Nobody
r> EDIT: This is in addition to the standard planetary build queue. In GalCiv1, you couldn't see anything from the Gov's screen. - Nobody
w". - Nobody
I loved Galciv, but there's one point in the game that I always disliked... And I bought GalCiv: AP just to be able to come here and post this message. ::grins:: I'm begging you... Pleading with you... Please have more techs that have some sort of non-numerical ability tied to them. As it stands, there were only a handful of techs in Galciv that did something special. You could research how to talk to other races. You
gns to the AI. Tidbit: Ascendency had an AI that would build up your planets, but the game creators intentionally dummied it down. - Nobody