I think Guderian129 falls into the "supports tile camp"... I also think he's the smartest 12 year old to post at these forums yet...
captain cheezdoodle
Anyone else out there think this? I look at wonders as items that are made by things you already possess vs stand-alone entities (as in diplo translators made by factories, tri-strontium made at spaceport, etc) and it is especially problematic on meduim maps or smaller, where you typically posess only 2-3 planets (unless you set habitable worlds to max)...playing with a winning strategy you usually have 2-3 open tiles max per world, and when those area
Hello all! I would appreciate any strategic advice regarding the building up of your homeworld/colonies...just seems I've seen a LOT of partial references (build 1 factory, no build 2, build a farm, no, don't build a farm, choose a "planetwide focus" and build as many labs/ factories/trade centers as possible, no, don't go overboard on one focus but instead build several different things, etc) towards this but I'm looking for a more detailed
Hello all! When starting I've been sticking to "big ticket" abilities (economics, social/military prod, research...occasionally mixing things up with additional speed or a PQ bonus) and habitually I've wound up with a spare point and some choices I've never thought were as good as the others. Being that I've stayed away from things like luck, courage, etc, I was interested in your opinions on what you think is the best 1 point "investment"
I'm not big on the good thing either...it's soooo much harder than evil as all the events I've seen so far amount to this: GOOD CHOICE-get absolutely fricking nothing NEUTRAL CHOICE-get one miniscule step above fricking nothing EVIL CHOICE-get a bonus so beneficial you'd be nuts not to take it I swear that in Galciv 1 you got something for good decisions (and BTW are there any new events or all they all retreads from the original...figure if there's any gripes ab
Hello all! Wanted to see if anyone else had this issue; figure it's worth reporting if I'm not the only one... Was playing last night and by chance/luck had 3 PQ events in rapid succession. First was a 33% bonus for a class 4, second was 27% for a class 12, last was 33% for a class 15...as you'd be nuts to turn these down I took them all...only to find that I hadn't gained JACK by doing so. Not only were all the planets still thei
Hello all! I've been playing medium sized maps (perfect size for me as I always seem to forget micromanagement things on the larger maps) and I've noticed something about the initial range for ships. My memory may be fuzzy, but in Galciv1 I swear it took approx 2 "upgrades" in range tech (unless you spent on points at the beginning) to have the ability to travel from end to end on a medium map, but it seems you can almost do this fom the get
Hello all! Wanted to find out if anyone else was having issues with the Arceans being a bit too "testy." Have played 3 times now and I'm wondering if there's a glitch with this particular race, b/c they've reacted unfavorably to me from the get-go every time, and have gone to war with me everytime as well...case in point, my last game-went balls-out for a tech advantage/better than average diplo skills...left all other races in the dust, a
I'm just trying to figure out what went wrong here...Galciv I (like almost every other strategy game out there) has the scrolling fine...is this a minor detail missed in the "big picture" for gameplay?
Anyone out there know how to correct the scrolling issues I'm having? I have found that moving around the map is EXTREMELY difficult, particularly when trying to scroll to the left...seems (unless I'm missing something) that you can only get the mouse to scroll left/right/up/down by hitting one VERY TINY area on the screen's edge...then 9/10 times I then move too far...then have to "treasure hunt" for the other directional to get back. Thought at firs
Actually I would rather give a reward to any/all who turn in their carcasses until the species is extinct! A very annoying feature that SHOULDN'T live on in Galciv 2. And nothing drives me crazier than the AI exploring the Green Rock! Come on people have you been paying attention! Nothing good ever comes from the Green Rock! THE GREEN ROCK IS BAD, BAD BAD BAD!!!
I too have noticed the minors skipping over TONS of quick, helpful techs to spend scores of turns working on high end techs; I also have noticed the tendency to build freighters (funny especially when on some maps they crop up in sectors with 2+ potential enemies) which of course means I rather easily scoop them up. As much as I like this advantage it would be nice to see minors with some more strength and wisdom. I also have noticed (at least when I play lately) that "minor creation" s
I will break my responses down according to each item in the post: 1) Couldn't agrre with this more-made my own comment on this matter with most of these points a week or so ago...this is an area of Galciv that utterly lacks the depth,imagination and playability found in its other aspects, and is nothing more than a waste of money IMHO. 2)Some of these points are interesting (arms dealing, supplying components to an ally) but others seem too complicated to be workable in the game.<b
Regarding your alignment in Galciv I am curious about the mechanisms that move you in either a good or evil direction (or don't move you as a neutral). From various threads I get the impression that there is a way to gauge where you are (a meter or scale perhaps?) but I am not aware of where its location is (or if this is an added mod perhaps). It also seems from my own experiences that alignment can change dramatically (or go nowhere) depending on each event; is this directly related to the pot
INTERESTING! I have been playing Galciv "since the beginning" as well and never had these guys pop up-not even once. If that's the case then I'm fascinated with their 50% appearance rate after I setup 1.2. And I shouldn't be penalized for being evil-it's more fun than being a goody-goody
I will start this rant by saying that I enjoy most of the changes associated with the 1.2 update with one noticable exception: THE FUNDAMENTALISTS ARE A TERRIBLE CHANGE...TERRIBLE, TERRIBLE AWFUL DREADFUL!!! PERHAPS THE WORST IDEA EVER FOR GALCIV! I just needed to get that off my chest...IMHO the above statement is true because: 1)I have played Galciv 6 times since the 1.2 update. 2)In three of those 6 games I have had to deal with the fundamentalists. 3)Nothin
While I readily admit that GalCiv is a thoroughly addictive game I have found that its notions of "espionage" are decidedly rough and rather unimpressive-I would go so far as to say it's perhaps the worst aspect of the entire game. It's so bad IMHO, that other than using tech to prevent destabilization on my end I don't even bother with it when I play anymore. For any future projects with GalCiv I would suggest that the developers at Stardock pick up a copy of a game several years old c
I always have been curious why the party bonuses as described in the manual differ for almost every party in the game itself. In most cases the bonuses are decreased or absent;take for example the War Party-in the manual it decribes a bonus for ship HP, attack and soldiering but in my up-to-date version of GalCiv the game lists only a 50HP bonus for this party. As there are parties available with MUCH better bonuses I would never choose to go with the War Party. Also I hope that the poi