[quote]And that's the point. Defenses can be "strong but breakable" or "really tough, except for certain weak worlds." Finding and exploiting those weak worlds would be key to breaking someone who's turtling with a concentrated weakness strategy. And if someone's turtling without it, then just focus on your economy and attack them with much more advanced tech than they can defend against.[/quote] So... if the GC2 cap of "ships in orbit" were removed, wouldn't that be the same th
hairlessOrphan
[quote]Tactical combat is much the same way. There is no way to program an AI that can compete with a decent player, making tactical combat into a player exploit. Give me tactical control of a few ships and I'll tear any sort of mixed fleet apart, and almost certainly without taking losses. I've done it in other games, the very lack of tactical control is a selling point for GC2. AI control is simply too predictable to compete, unless BOTH sides have to use it.[/quote] It's been a lon
[quote]Did you even read what you yourself wrote? Here's what I said that started this bit of conversation:[/quote] I think recapping the conversation is generally stupid, EDIT - but in this case I misread a quoted section of yours, so it's a good thing I went back and did that. So the confusion here is mine, and I apologize. Two things: 1) my entire discussion around Influence was not for the Influence system, but rather for the underlying principle of interstella
[quote]You said: "Given that SD has stated there is a long, convoluted, pre-written backstory to the GC universe, this seems like a safe assumption. I find it hard to imagine they could change whether interstellar societies mingle without significantly rewriting their history." You assume that this backstory involves substantial interspecies mingling,[/quote] That is correct. [quote] and thus was the birth of the influence system. [/quote] This is utterl
[quote]Influence was an addition in GC2, so it is hardly a "fundamental concept of the GC universe".[/quote] Ok. But we weren't talking about influence. We were talking about interstellar societies mingling.
Got a savegame for you. Used cheats of course, but it's setup so that Home! is full of Industrial Sectors, there's an orange tile, and the next turn Habitat research will be completed. Governor is on. So check Home!'s condition, and then click turn. Habitat finishes researching, and immediately the tile is upgraded. Link! EDIT: the reason why I've set it up this way is I think you are corre
Are you sure about #6 and #3? I have had instances where, in fact, that is exactly what happened. I had researched Habitat and that very same week my high production planets completed the tile upgrade. Easy enough to test. Habitat is the cheapest of the three tile upgrades. Find a planet with orange tiles, fill it with industrial sectors, set the governor to automatically upgrade tiles, and research. EDIT: it has also happened with social improvement upgr
I'm the opposite... I'm a pre-planner, and I hate micromanaging, so I micromanage like crazy in hopes of avoiding micromanaging later. Which doesn't work, because I'm always expanding, so there's always something that needs the Guiding Hand of Me involved. But that's how I have fun. And I absolutely refuse to alter my production layout for the econ event precisely because it ends. If it's not a near-permanent income, I treat it as bonus cash and won't build a
[quote]Trench warfare is what no one wants. But buffing defenses (evenly to a large degree compared to GC2) would hardly create a trench warfare scenario. Right now, defense is practically non-existant. To create a trench warfare situation, they would have to buff defenses to a rather incredible degree.[/quote] I think there's a tipping point. Either you buff defense to the point where it still doesn't match up to offense - in which case, no change, so it's as if you did nothing
[quote]Again, you're assuming that GalCiv3 must be exactly like GC2. Influence is not a terribly good system; I feel it should be replaced with a better system, one that includes espionage as part of it.[/quote] Not quite. I'm assuming the fundamental concepts of the GC universe will remain the same from one game to the next. Given that SD has stated there is a long, convoluted, pre-written backstory to the GC universe, this seems like a safe assumption.&n
[quote]That's the point: if you want perfect defense, you have to pay for it. If you want some defense, it costs less than the equivalent attack power, but you have weaknesses that can be strategically exploited.[/quote] Speaking strictly in terms of offense vs. defense, "weaknesses that can be strategically exploited" is another way of saying "defense that talks big but walks with a limp". I have to assume that "weaknesses" in this case refers to non-military weaknesses, ex: dr
[quote]That assumes that the two societies in question intercourse frequently. That's not usually the case for inter-stellar societies.[/quote] I don't know, I haven't studied any historical inter-stellar societies (HAR HAR), but this certainly IS the case with GC2. The Influence system is, in fact, centered entirely around inter-stellar societies interacting. "Influence" is described as "food, clothing, and music," among other things. Considering that military tech
[quote who="Sole Soul" reply="18" id="2050827"] But you can have an improvement also improve planet quality (absolute, in terms of tiles) by 1-so that it doesn't really take up a tile.[/quote] As long as it doesn't stick if you decom the improvement. Otherwise I would gleefully abuse the $%@#* out of that. [quote]So even if the defender does have a tactical advantage, they had to massively invest in their economy to pull it off. Which means that you should be able t
I don't know what it will be, but what I hope it will be can be summed up in two words: Gold Box.
[quote]While yes, they do get a boost, they also get a massive penalty: no fleets.[/quote] ... [quote]the problem of orbiting ships not being fleetable was recently negated for us with the orbital command center.[/quote] and... [quote]I don't know about that one. It seems too arbitrary of a rule.[/quote] That's not arbitrary at all. Technology and science have always follow this rule.
[quote]Except that it is a sane goal when all your planets need to produce ships, whether they're colony ships, constructors, survey ships, or endtree dreadnaughts.[/quote] Really, dude? You design all your ship types to have a common divisor equal to your target production? Don't get me wrong; this is not derisive disbelief in any way. But like wow, man. I thought "I dislike waste" is not building industrial sectors on non-bonus tiles. Y
[quote]Have you ever noticed, that the Torians tend to be #1 even when they suck overall at everything? I've seen them rated around 5th and 6th or higher in every individual category, yet overall they are #1[/quote] [quote]This is probably (my guess) related to determining what the score would be for any given civ at that point in time-and due to the fact that the Torians have an overwhelming lead in population growth[/quote] I think so, too, judging from the population line
Gotcha. So by "it's a racial bonus" you mean "it's a bonus applied to base, not a bonus applied after racial bonuses." And the theory is that power plants apply as a racial bonus as well, and therefore the bonus production from a plant is not multiplied by other bonuses, thus making it possible (if your bonus is high enough and / or the base production from that planet is low enough) that you would gain less production than another factory. Ex: if you had 4 manufacturing cen
[quote]Obviously on planets where you have power plants (which are deemed useless by almost all) or resource coordination centers, or even technology or manufacturing capitals (and let's not forget the omega research center), you would want more buildings to be multiplied by your multiplier. Since TA's tech capital applies essentially as a racial bonus, and the manu cap has done so for some time, they're not quite as valuable as they should be, and in some instances you would in fact be bett
Alfonse: I agree that the Economy is the foundation of GC2, and from it all else flows. But at the end there, when you start talking about balancing and weaknesses with respect to production, offense vs. defense, etc... I start to get a little squirrelly. I'm all for abstraction to a certain extent, but I wouldn't want the game to abstract away the economy to Just Another Stat. Economy SHOULD be the foundation of a civilization. What's needed, IMHO, is a refreshe
And it's true for concentrating research or production, too. Stacking more base production tiles on one planet nets you a larger bonus from the single power plant you build on it, or the single economy starbase next door.
What does our President have to do with this story, again?
[quote who="kryo" reply="20" id="2046162"]Why should one have to choose between the two? Having both is a perfectly valid option [/quote] Yeah, which one am I going to buy and which one are you going to buy for me mirite?
I own a PS3, a Wii, and my hand-built two-years-still-strong gaming rig. With a few exceptions, PC games tend to be much deeper than console games. You don't see stuff like GalCiv2 on consoles. But consoles get a stronger lineup in terms of arcade-y action games (with the exception of FPS). And then there's Rock Band, of course. I find that if I have 20 minutes to drop a quick game, I'll boot up my PS3 or Wii. If I have an hour or two, definitely PC g
[quote who="The_Regicide" reply="12" id="2043322"]...why is everyone suggesting turn-based strategy games? You guys do know there is a difference between RPG and TBS, right? As awesome as Disciples, Heroes or King's Bounty is, they're not really RPGs now, are they?[/quote] I was wondering that, myself. To a certain extent, I think of the classic XCom as a TB-RPG, but only because there is clear character advancement for every individual unit. I think that was the last ti