Combat vs. Exploration

In GalCiv I, the anomalies were quite useless, and mostly, they only benefited the one ship that found them (e.g. +1 weapons), but as the game progressed, and much more powerful ships became available, such improvements were useless. It would be nice in GalCiv II if one could explore anomolies that would improve on existing research. For example, "After researching the wreckage of an ancient ship that had powerful weapons, you now have Laser II".
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Reply #1 Top
well that sounds good as long as it kept to the rules so for wreckage it would use the first available tech on a tree for example if you had laser 1 then yes laser 2 but if not you may have laser 1 etc

other amomalys could generate other bonuses or maybe become hidden resorces etc
Reply #2 Top
I like your hidden resources idea. That gave me another idea. In the latter stages of the game, the flagship / research vessel was quite useless. It might also be a good idea if "useless" planets could be scanned/researched same as anomolies. This would keep the game interesting because it encourages research to travel greater distances, particularly when all of the good planets have been taken.
Reply #3 Top
"After researching the wreckage of an ancient ship that had powerful weapons, you now have Laser II"


I believe something like this was mentioned (by a developer) when we were discussing the possibility of wreckage left by ship battles.
Reply #4 Top
I would also like to implement different levels of Anomaly...so you may find a level 5 anomaly early in the game, but not until you research "Anomaly Scanners Phase 5" and equip one to your survey vessel, you won't be able to reep its bonus 
Reply #5 Top
That sounds like a good idea. Later-game survey ships, which you could give a more powerful base, would actually have anomalys to explore.

And since you can't enter an anomaly tile without picking it up, it would create impassable terrain for a little tactical variety.
Reply #6 Top
No this doesn't seem like a good feature in GalCiv2, only way to obtain technology should be by espionage or spoils of war, specificaly conquering Civilization planets or ships. Otherwise everything else should provide you with the "Basic Concept" thus considerably lowering Time and cost for project.
Reply #7 Top
No this doesn't seem like a good feature in GalCiv2


What specifically don't you like about it?