[quote] + TWEAK: The starting game year has been changed to 2227 to match story. This has never made sense to me, not even for basic GalCiv2 vs orig GalCiv. Shouldn't the starting year of the sandbox game always be the year that all races started dashing around with Hyperdrive, regardless of where the current campaign story has progressed to? Of course, the CAMPAIGN scenarios should start at the appropriate story year, but for the sandbox "We've n
Chipwich
I'm hoping that one of the races will have a religion-based flavor, since my custom race is a theocracy. The Altarians are apparently "very spiritual" which gets my hopes up, and the devlogs mentioned a temple imporvement. Does anyone else wonder what a temple improvement might do?
A stable wormhole opening Galactus-like planet destoryer.
The loyalty bonus should be the Yor super ability, and their current isolationist super ability taken outside and shot.
I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy. An interesting idea. However, if you're playing with any skill at all, you won't have planets in the red, except in the most extreme of circumstances. If it happens for long, you've probably lost the game already. Perhaps in the early-middle game w
Civil war in Galciv 2 is represented only by the Fundamentalist event and a very, very rare dicontent event that I have only triggered once by setting my morale to 1% to see if it would trigger, wherein the population loss was more damaging then the defections. I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy. When all the tiles are taken up, the planet breaks away or joins an ongoing secessio
The dread lords should get the super hive ability to fix this.
As it stands, farming punishes the player. having high tech farms, more than 1 farm, or a farm built on a bonus tile makes the population so large as to be unmanageable. Most of the stratagies revolve around simply not investing in farming. My solution is simple- Each factory reduces the popuklation max by 500million, representing labor and pollution.
As it stands, farming punishes the player. having high tech farms, more than 1 farm, or a farm built on a bonus tile makes the population so large as to be unmanageable. Most of the stratagies revolve around simply not investing in farming. My solution is simple- Each factory reduces the popuklation max by 500million, representing labor and pollution.
I've wondered what happened to Netro. Poor guy must've become Drengin fire chili
Get rid of core ships for the player, except the important ones
Demographics. Instaed of the "everyone is wiped out in planetary invasions", thre are seperate policies for conquest for each race Annhiliation- Simple enough. Evil Only. Slavery- conquered population porvides bonus production. there is a chance of revolt. Evil only. exploitation- Conquered population provides bonus tax income. There is a chance of revolt. Neutral and evil. non-policy- No effect. for neutrals who don't want to bother with revolt risk.
But why Torians only if OFM are in general a bad idea (an idea I don't agree with?) I would guesstimate that it's because the Torians would rely on planetary defense rather than space defense because of their high population. And hi Vinraith. We miss you.
Why the Torian Orbital fleet manager change?
I am having difficulty cultivating the information from the forums about how to manage population fo 20billion and higher. This is poorly documented with the official stuff, and there are a few points of confusion 1. Apparently the secret police center and galactic resort morale bonuses have a magic morale bonus that is different from the the bonus of the normal morale buildings. apparently, there is an undocumented penalty for the normal buildings based on high population At the 20 bil
I've thgought about it, and perhaps if you don't want the population of another farm, it intsead only increases 25% of a farm. Unless it also counts the inital colony's production.
I am baffled by what use someone could get out of this. Why would someone choose a unique project over simply building another farm? is there some strategy where someone builds 5+ farms on a planet? I don't mean to sound crass, but there must be someting I'm missing
Whew, it's getting pretty testy in this discussion Iceman: Indeed, there are two different storylines. One of the things that Brad hasn't pointed out on this site. but has pointed out on the old calciv1 site (like the opening post, the in-game backstory and stardock history there is a good read) is that the stories are indeed different. He changed the story that he wrote in his head in order to make it more strategy game friendly.
Wait, this doesn't make sense. Why is the guy called Alan Bradley throughout GalCiv2? And if he becomes Draginol, then what happened to the crew of the other ships?
After stewing it over, I think that Alan and Dl are the same guys, and that Brad simply renamed him because he did not have a place in-game to explain that "DL" is his real name.
I'm on this mission now, and I get to Dithir, but there are only three buildings on which I can put a spy? Is there supposed to be some sort of strategy for waiting for the Korath to build another building?
It's tucked away in the GFx part of the Dark Avatar folder from My Documents, works from there.
Thanks Kryo, might I ask which one the Iconian number is?
You can copy the files from My Documents\My Games\GalCiv2\ships folder to My Documents\My Games\GC2DarkAvatar\ships folder. So it does work? What do I need to do to get a ship from the "Torian" style from Dl to appear in a Dark Avatar game?
Are we able to use Custom ships we made from Dread Lords in dark avater? I'm guessing so, since all the "classic" hull parts are still available, and I have copied the ships from DL onto the DA folder in my documents, but theyre not showing up in "battle of the Gods," possibly because there is no longer the old "torian" design.