SgtRicko

SgtRicko

Joined Member # 2552909
0 Posts 3 Replies 287 Reputation

Actually, a good idea for nebulas would be to make it that some nebulas may be different from one another and have some sort of effect on your ships. For instance, one type of nebula could mess with your sensors and weaken your visual range by a certain amount in the area it's located. Another effect would be that whenever a ship goes into a nebula's area, it will become "cloaked" and can effectively hide in the nebula in order to avoid enemies. Another could be a s

16 Replies 6,415 Views

As for them trading it to others I beat them to the punch. I never trade a valuable tech with just one AI. I trade it to them all on the same turn. Means I get all the profit and they get zilch ! You're evil, you know that?

15 Replies 6,415 Views

The Yor. Period. Not only do they get an insane amount of natural abilities, but the fact that you can add on to their civ another 10 points is crazy. Then add to that the number of techs they start out with, the miniturization bonus, the Super Isolationists ability to drastically slow down enemy fleets in your territory pus barren world colonization and you've got yourself one crazy-powerful empire.

36 Replies 13,811 Views

Are we ever able to get that precursor artifact and have all the AI fighting to stop us? Damn, that would be hella fun!

12 Replies 6,672 Views

Responding to the question of being a good race, there is one advantage: good/good diplomacy. In some cases, you could practically demand everything but the kitchen sink virtually for free and the good races will happily agree to your deals. Heck, you could even ask for freebies as well, and they will most likely hand them over too, no questions asked. NOTE: Does not work with planets!!!

25 Replies 13,573 Views

It's a glitch, I'm 99% sure of it. the "uninhabitable" are pretty pathetic in terms of production, but they DO produce points, even if only a single factory happens to be on them (even though it's most likleky you'll only make a single points worth of production!)

20 Replies 12,851 Views

I heard that there's a Draginol event as well, does something like summon a group like the dread lords but instead it happens to be a civ that's already on the map that gets boosted (ex. Draginol comes into contact with the terrans and turns them into a race with all kinds of impossibly powerful attributes and a full weapons tech tree... YEESH!!!) Can anyone confirm?

12 Replies 6,672 Views

A better way would be to give the galactic resort a civilization-wide effect of... say, 30%, PLUS an influence bonus of perhaps 25%. That would make it pretty darn valuable, and would justify a good price tag. Another method would be to scrap the morale bouns alltogether in exchange for your tourism income doubling up.

57 Replies 32,014 Views

Huh, that explains it... capitals tend to naturally produce more civvies than usual without farms, usually around 10-13 billion. Adding in TWO advanced farms would no doubt send your ratings down the toilet, since you'll end up with over 25 billion easily!

17 Replies 6,193 Views

As a side note: Galactic Civilizations II: Gold Edition should be appearing at retail this week. It integrates the original GalCiv II with the brand-new Dark Avatar expansion pack as a single game. Have fun! WTF!?! How'd I get it several days ago then!?! *SgtRicko thinks about it for a minute...* <br

20 Replies 31,271 Views

Here's mine: . Galaxy Size: large/v. large 2. Habitable Planets: common 3. Number of Planets: common 4. Number of Stars: abundant 5. Star Density: Scattered 6. Total # of Opponents (minor & major races): 8 (yeah, I love them long games!) The setup I just mentioned will basically assure that you get a rather crowed, yet manageable galaxy. Not too big, not too tiny, just nice. It might take a while to finish t

7 Replies 6,087 Views

WTF?? Who are the Jagged Knife? Are they activated under some special circumstance, or are they new to Dark Avatar?

4 Replies 3,081 Views