Guson

Guson

Joined Member # 2972053
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I suggest that the initial game settings should have different research rate settings for each "tree" instead of one global research rate setting. The variable research rate setting was fun in GalCiv II. However, I feel that even more variation on gameplay can be achieved if the research rate for each type of research is varied. For example, if colonization technology researches very slow compared to other technologies, then we would see a game with fewer good/colonizab

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A month after I got my roommate hooked on GalCiv2, he suggested a reusable transport module. A troop module that takes up a lot of space, costly, holds few troops, but can be reused so as to not build transports constantly. I think this is not a bad idea, but a potential side effect is that someone can just load up five battleships with reusable transports and then mass driver many planets in a row in a "genocide" run. Since he's too lazy to get an account and I didn't find any similar discus

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Indeed, I think the best post on this idea is the reply by Ddraig on page six on the stickied post: https://forums.galciv2.com/133868/page/6/#replies I think the idea of a "hanger" module that allows all (or a set number of) tiny/small ships in the fleet to travel at the same speed the "carrier" ship that has the "hanger" module is worth toying with as it saves the life support and engine space of tiny/small ships, allowing them to only hold weapon/armor.

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TA 1.96.027 Weapon and Defense Tech Tree Analysis This is purely an analysis of the weapons and defense portion of the tech tree. Clearly other factors (Super ability, racial abilities) and other parts of the tech tree (economic, production, research, to name a few) are important for actual play. Tech trees are arranged by degree of similarity. (Iconian and Yor tend to go together at the end, Altarian and Drath together, Drengin and Korath together) <span styl

9 Replies 32,321 Views