Right. Well, there the problem is the IC tech tree seems to not include the second-level starbase influence add-on meaning you can't upgrade beyond the first level. At least that was the case under 1.02. There was a note in the 1.03 notes that this starbase issue was fixed. I just started a new game so we will see. That may or may not added the consulate to the IC buildings. I still think the Free Market deserves an upgr
BvBPL
The manual isn't great either. It doesn't explain how tourism works, for example. Nor do the in-game tool tips explain it.
<td id="ctl00_ctl00__Content__Content__RepeaterPosts_ctl15__Td" class="title" title="Hello, is there any advantage of building an
Freighter Tricks: If you have a planet near the edge or corner of the galaxy, use it to create all your trade freighters. Not only will you increase your trade revenue because of the length of the trade route, but your routes will likely flow through your other systems. This is helpful because you can build economic starbases to both increase production and trade revenue. The little minifreighters that troll across the galaxy are the same ships that you
I would like to see the tie mechanic of one ship remaining with one HP removed in favor of mutual destruction in GC3. Maybe with a toggle for that to be chosen on galaxy creation. Hell, I wouldn’t mind seeing in a patch for GC2.
Regarding making “paper tiger” cargo hulls actually useful, because of how the game decides the initial targets in fleet combat, the paper tiger cargo hulls are not going to survive a firefight (unless you are a Super Warrior, and even then they are likely to fail against a significant fleet). In actual combat, these ships are the equivalent of kamikaze planes. That having been said, putting a number of them in orbit w/ the SCC will make your military ranking sky roc
One of the most wonderful things about Sid Meier’s Alpha Centauri (SMAC) was how the factions interacted. The static nature of the seven factions, seen primarily in their social engineering agendas, meant you would nearly always be at war with two factions, aligned with two other factions, with the final two being up in the air. This was a fantastic way to color the game and bring the player into the game world; from turn one the player knew w
I can’t say I see the appeal of tactical combat for Gal Civ III. I understand it is cool and all, but… …it couldn’t be used in any three or more person multiplayer match. I have no idea if multiplayer is planned for any Gal Civ III, but if it was, you couldn’t reasonably include it in any match with more than two people as it would just leave the other participants sitting on their hands while the combatants complete the combat. <
I haven’t read this thread, but I do have a few suggestions for a potential Gal Civ III. Some of them might not have been previously mentioned. 1.) A counter-intelligence module for ships. This module would prevent players from determining the flight plan of a ship (or fleet) on which is this installed regardless of the level of infiltration. Would make warring against the AI more interesting, but I could see a problem where the AI would ei
It sure feels like the AI does a lot of tech trades with each other. In the current game, reference above, nearly every civ had planetary invasion, but the cost of trading for it, even with civs I was close with, was so high I chose to research it myself. Now that I know a little more about tech inflation, specifically how it affects red techs more, I might try to obtain planetary invasion before I explore weapon techs next time. Which seems kind of silly, given with
With the TA expansion, do different civilizations pay different costs for the same technology? There seems to be a good deal of weirdness about what techs the various AI races have and do not have. Take Planetary Invasion. As the Terran Alliance with several developing bases in the later part of the early game, it can take me over 20 weeks to develop this technology if I switch my production to two-thirds labs. Meanwhile, the Altarian Resis
[quote who="LTjim" reply="4" id="2605457"]\Micromanagement does become a serious issue, but it can be mitigated some by extensive use of the colony spreadsheet page. [/quote] My Gal Civ II games seem to indicate that the potential level of micro-management is pretty comparable to other 4X games, but the level of micro-management necessary to play well is significantly lower. In the Civilization games, for example, you really need to manage your settlers indiv
Hi all, While a relatively new player to Gal Civ II, I am a veteran 4Xer, and I’m wondering how you think map size affects the type of game in Gal Civ II. In most 4Xs, a smaller map size generally means a faster-paced game and often one that is decided before the end of the tech tree is reached, even when taking into account low tech cost to map size
Interesting. Thanks for the info. This formula still makes it easy to manipulate fleet and ship compositions in a variety of ways. It remains pretty easy to force the focus of fleet attacks on smaller ships, but it is also easy to force attacks on a high-HP, front-loaded capital ship, allowing low-HP corvettes and such to zip around and do some damage while remaining safe. <span style
Hi, I’m a relatively new player, but I’ve noticed that in fleet combat, smaller ships are targeted (and damaged) far more frequently than larger ones? Is this always the case? If so, it makes for some interesting fleet and s
Hi there, I’m a new player to Gal Civ II and I have a couple questions about obtaining technology from other races. Any response to my inquires would be appreciated. It appears to me that it is possible to obtain race-specific technology. For ex