One serious mid- and end-game problem is, that you can anticipate, that you' re winning, but need hours to wipe out the three or four last civilizations. I have seen only one solution for this yet: having a much more powerful enemy than anyone else, worth building a big infrastructure for sustaining a big fleet of ships. The old 'Colonization' had it with the King's fleet hitting hard when you declared independent and 'MoO 2' had it with Option to fly to the Antarians homeworld (with the
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GC2's greatest shortcomings or "Why I want to purchase Dark Avatar but will not"
in Galactic Civilizations II
GalCiv2 Forums
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I have the same Problem with my modded planetary improvement (Version 1.2).
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I think the sacrifices for maintain a goog alignment were rewarded in GC1, where the good alignment strictly dominated the other choices (better bonuses - the online-rankings clearly proft, that no player with evil or neutral alignment was listed at the top). The Deal was: I gain some Prod and PQ-Bonuses in the short run but suffer in the long for not having access to the good bonuses and bad relations with my neighbors. They have left the event-pattern in GC2, thought the good-alignement is
59 Replies
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