Terror stars?

Hello all!
I'm new to the whole Galactic Civs concept and i have some questions:

My first and bigest question regards terror stars. I have searched through the forum and i haven't found anything regarding this. Will they be in the game? How will the work? I really hope they aren't excluded.

My second question is about the interface. Will the game let you know when you have moved all your spaceships in each turn? In the demo of the first game i couldn't tell if i had moved them all unless i tried every single one of them.

I can't wait for the game to be released! I'm a big civ fan and i wanted something new and refreshing and i'm glad i came across galactic civs!

Thanks
64,469 views 67 replies
Reply #1 Top
No terror stars in GC2

The turn button will turn green when you have no ships left to move.
Reply #2 Top
really no terror stars? didn't know that. Why aren't they in gc2?
Reply #3 Top
What a shame! I was really looking forward to those!

I hope someone will create mod that will include them. Doesn't matter if they are overpowered because in the first game i know they could be banned through UP.

Now i'm all upset...
Reply #4 Top
I think it was a balance issue. Terror Stars were just too uber I guess to balance against in the game.
Reply #5 Top
It was probably a nightmare to balance out, seeing as how the player makes the ships now.

so either have the terror star weapon as something to choose to produce on a ship, then think of a system to stop it being fitted on fighters or make it a set ship, which would be B*tched about as being too weak or too strong.

Then there is the extra time needed to add AI support for the terrorstar O.o.

Ehhhh.....but I'm no techie, that's just my two cents .
Reply #6 Top
I think it was a balance issue. Terror Stars were just too uber I guess to balance against in the game.


That's no excuse! I hate that absolutely EVERYTHING has to be balanced!
If they wanted they could have balanced it just fine. There are so many ways:
1) make them extreamly expensive
2)Have the UP vote for a permanent bann
3)Impose heavy penalties for destroying planets
4)it would require very high technology to be built
5) Notify every civ of it's every move

There are additional ways to make them more balanced. Just use your imagination!
Every game must have it's super weapon. Whether it's called terror star or nuclear weapons!
Reply #8 Top
You can just build your own kind of terror stars in the ship builder


I don't think there will be such an option. But i'll take that as a joke.

Am i the only one who wants terror stars back? Does anyone else feel the same or am i just being irrational or something?
Reply #9 Top
You should wait for a stardock comment before claiming there are no terror stars in GC2.There is none in the beta.
Reply #10 Top
So this is not confirmed? I really hope they are in! i will be waiting eagerly for an official reply then.
Reply #11 Top
First, Terror Stars wereunbalanced, that is true. But they weren't really that unbalanced. Terror Stars are very big, very slow, and very expensive so you'll still need a fleet of ships for defense. Also, Terror Stars don't really affect military standing in terms of diplomacy so enemy civilizations would still treat you like their whipping boy even after you've destroyed half their star systems and decimated every ship that was stupid enough to go after your uber-station. And let's not even get into how badly it will destroy your military might if you rely on Terror Stars and the UP decides to vote them away...

That said, there's so many better things they could do about them. First, part of what made Terror Stars so unbalanced was that since they were classified as space stations rather than as starships they could be upgraded practically infinitely. (This is how I ended up with a 30 ATK/30 DEF Terror Star.) If they were to be classified as ships in GalCiv 2 the developers could put more restrictions on just how powerful you can make them. Better yet, they could add a special option into game preferences to turn Terror Stars off, for players who would rather just not deal with them at all.
Reply #12 Top
Better yet, they could add a special option into game preferences to turn Terror Stars off, for players who would rather just not deal with them at all.


And yet another good way of balancing them. Sort of.....
Reply #13 Top
You should wait for a stardock comment before claiming there are no terror stars in GC2.There is none in the beta.

I asked the devs on IRC about it the other day
Reply #14 Top
asked the devs on IRC about it the other day


Reply #15 Top
OMG, no Terror Stars? The balance theory is completely unfeasible as they were present on GC1 just fine. By the time you are able to research terror stars, the other team should have a military that can withstand them. I am really upset with this decision in the devs part. Leave out the MP option, but leaving out terror stars is ridiculous.
Reply #16 Top
Argh. That's really too bad. Part of the plot of one my campaign sequels involved the construction of a Terror Star. It would've been nice to have. Oh well...
Reply #17 Top
Is it too late to ask for it to be included? I'm really upset you know.....
The developers do monitor the forums right?
Reply #18 Top
By the time you are able to research terror stars, the other team should have a military that can withstand them.


The most I ever got come after my terror stars in GC1 were phoenix fighters and dreadnoughts, I never lost a fully fitted terrorstar, it was usually the endgame.
Reply #19 Top
You still can build Cultural starbases that can help you to get planets flip to you.
Reply #20 Top
You still can build Cultural starbases that can help you to get planets flip to you.


That is nothing like being able to completely destroy a planet. It may not be the best move to do so, but it's your choice after all.

Please Stardock, bring them back!!! I don't think anyone doesn't want them to be in.
Reply #21 Top
Keep in mind, the balance reasoning was just a guess on my part... I'm not really sure why they're not in there anymore and will definitely miss them myself.
Reply #22 Top
When you say balance, what does that mean?

Right now, you can in the gamma build ships that would wipe out a 30/30 star base. Of course, you can build starbases that end up being the equivallent of 120/120 now too... but powerfully designed ships can still swat down those starbases.

Why aren't they in the game? Well, Star Dock has been busy with other things. They may eventually get added in an expansion, I don't know. If enough fans ask for them, they just might. Star Dock likes to listen to its fans and customers.
Reply #23 Top
Is it possible to do somekind of poll for stardock to let them know how many people want terror stars in? There must be something we can do to bring them back. There is still time right? I mean it's not all that difficult to add them in the game.
Reply #24 Top
can anyone say expansion pack? i mean sure its kinda bad that we cannot recreate a starwars themed campaign were a group of fighters much destory a gigantic death star but think of all the features that had to be put in tested and balanced there is really no comparison between gal civ one and two and though we may miss the terror stars i really wouldnt be surprised to see it arrive in an expansion pack or something to that extent, and with the featuers that stardock was able to cram into one incredible package that they did this is pretty amazing in it of itself
Reply #25 Top
Yeah, but why schedule something for an expansion pack when it was already in the first game and can just as easily be added in the second one without any problems?