Read the full patch notes here. Not a Founder? No problem! This sale is going on in our store and on Steam. This is a classic and is a welcome addition to any gamers catalog. While the Drengin Empire may hate you, your pets and your hair cut, we at Stardock love you and thank you for your continuing support with Galactic Civilizations.
We look forward to continuing this saga someday in the future! We have completed our annual customer report for last year. Each year we send out a survey to our customer base asking them a host of questions so that we can better serve them. In exchange, we share the results of these surveys along with a report on what went right and wrong the previous year along with plans for the forthcoming year.
I'm trying to get into PC gaming, but I know nothing about it and am utterly unfamiliar with it. Forgot Password? Create Account. Island Dog. A few words from our CEO and President, Brad Wardell: "It was awesome being able to work with the fans to integrate years of their own mods and tweaks into the base game. GalCiv II: Community update status. Stay tuned! Galactic Civilizations III is coming! Stardock Autumn Sale! View the Stardock Autumn Sale list here. The original Galactic Civilizations hits Steam.
Galactic Civilizations II: Still the best space strategy game out there! Stardock Customer Report: All Rights Reserved. Players can now easily manage multiple fleets and stacks of ships in a single UI. If someone is going around conquering others, they'll begin to get nervous about them. LOTS involved in implementing this. If the galaxy is on fire with war, it begins to rearm. Previously it tended to over focus on how much a tech cost so it would tend to research techs that weren't central to its strategy simply because they were "Cheap".
Such distractions really add up. Returns a player's best friend that they can reasonably trust. Takes into account if said friend is going around conquering everyone and is not allied. Now it will NULL it out if the ship's been destroyed. At this difficulty level, our focus is to provide god-like players with a challenge. It was allowing them to do this as long as the starbase limit had not been met.
Now, if they try it, it will abort before building the starbase and leave a message in debug. AIs will use this to put ships near potentially hostile ships that are somewhat near its worlds. These APIs allow the AI to quickly CPU wise determine if a potential target is getting benefits from military starbases and make decisions based on this information. It will explain where that number comes from.
More opportunity to spread ones Civ out. The reason for this is that these modules essentially give the same benefit as building several small ships when used correctly. See Link for details. This option will force the game to not use point sprites whether or not the hardware supports them or not. It can be used to speed up performance for cards that do not support point sprites, because point sprites will not need to be emulated with software.
The option has the following effects:. If someone has a higher military might than you now, you better take it seriously. Net effect is that population growth ability not quite as powerful. If you're weak or they really hate you, it takes a much MUCH bigger bribe to move relations back up. Moreover, how often you can bribe and get an effect has been increased previously you could bribe them every few turns and maintain high relations in perpetuity. Now if you're bribing more than a couple times a year it will ignore subsequent bribes.
Give coordinates of threats and it will attempt to stay away from them. Using this only a bit right now to see effect. Combined with faster ships, it should be harder to take out enemy ships at higher levels.
This API only works at Bright or higher. Finally there is a turn based game on a galactic scale that puts forth a similar balance and complexity that made the Civilization series so successful. From the planet management, to the tech paths, to the civilization controls, there's a lot to offer here and many different ways to get it accomplished. There are numerous ways to run your civ including creating unique military units in addition to ones that are provided or focusing on diplomatic solutions to solve your problems.
Tying it all together is an intuitive interface that puts all the pieces together in a fashion that's easy on the eyes. In one example for instance, depending on how you want to approach the game, you can focus your research more on military techs without getting to the point where there's 80 turns to the next tech or requiring research on a bunch of unrelated techs.
Since the tech tree isn't completely dependent on its other branches, you can pursue a number of military, economic, or whatever type of techs to create a specific skill that the can be honed against your enemies. It also creates weaknesses, especially in the extreme, but the bottom line is you have the flexibility to make the call. Oh by the way, there's also a fairly involved campaign that gives the galaxy personality, traits, and history, making the experience more interesting then a bunch of random civs with no relation to each other.
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