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GalcivII - What the heck do I do?

Lord JezoLord Jezo Registered User regular
edited May 2010 in Games and Technology
So I picked up Galciv II off Impulse for the super $9.99 sale they have going on.

I installed it, booted into the game, got my first small galaxy started, and then was totally overwhelmed by everything.

The tech tree is a monstrosity, the ship men goes so deep that I have no idea what to click on, the universe has so many things in it that I am clicking around mostly aimlessly.

I figured out a couple of the super basics, like what the starter ships do, how to create a mining base, and a couple other things, but I feel like I am just doing it all randomly with no goals. I had it set on cakewalk so yeah, I was able to beat up on the one cpu in the universe, but its mostly luck.

Is there some kind of beginner guide to get me started? An easier to read tech tree (it is easy to read in the game but I have no idea what to build on)? Maybe something about how to build things? I made some starbases and they said they have modules available, but I have no idea what that is or how to build them.

But yeah, the game is big, I played for hours, but I still dont know what I was doing.

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Lord Jezo on
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Posts

  • LucascraftLucascraft Registered User regular
    edited May 2010
    Oh hey there's a sale of this on Impulse? Totally buying it.

    Also, I've played the game before (borrowed a friend's discs a long time ago) and I too was totally overwhelmed, so if someone wanted to write up a 'beginners guide' that would be swell.

    Lucascraft on
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited May 2010
    The basics are summed up in the genre's nickname. 4X, meaning eXplore, eXpand, eXploit, eXterminate. Roughly in that order too.

    Techs you research should play to the strengths and weaknesses of your chosen (or custom designed) race. If you are a warlike race you should then research the relevant offensive techs, get some solid defenses going since you will see a lot of combat and make enemies and maybe look at a tech that will enhance these capabilities like Diplomacy (beat them on the field then when they surrender beat them at the negotiation table) or Propulsion (get there firstest with the mostest or run away better). A race that is built around Trading and Espionage (a favorite combo of mine) will have different priorities. There will always be some overlap though, and early game research should focus on the eXploration part of the 4X. When you hit the eXpansion portion then look to techs that will make your colonies thrive. Follow this theme as you encounter the eXploitation and eXtermination portions of the game.

    Drake on
  • RamiRami Registered User regular
    edited May 2010
    Build lots of colony ships and settle on any habitable planet you can get your hands on. Have mining ships set up mines on all asteroid clusters you can get your hands on. If you see any resources build a constructor to set up a mining starbase on the resource. Building further construction ships and sending them to a starbase allows you to add a new module, though modules need to be unlocked via tech. Economy starbases increase revenue of trade routes that run through their borders, mining starbases are self-explanatory, and then the culture ones you build close as possible to alien planets and try to spread your influence enough to convert them over to you. 'Modules available' is how many modules your research has unlocked that can be built in that starbase.

    Use trade ships to set up trade routes with alien colonies, the further away the better. It will also help keep them friendly. As for ships, most of the ship editor thing is just cosmetics, it's actually quite simple. Each hull has a capacity that you can fill with whatever you want, the only requirement is at least 1 form of engine. The way you place things on the hull has no effect either, it's purely cosmetic. There are 3 weapon types and 3 defence types, at the start you'll want to focus on one weapon type and a good coverage of defences, then pick whatever counters your main rival the best. Later you can build big ships with all 3 types.

    The tech tree varies between Civs so it can be tricky, and yes its huge and a pain to look at the big picture. Thankfully they are colour coded into military, terraforming, industry etc. I recommend you find your Civs line of basic planet improvements; improved markets, science labs, entertainment and unlocking more squares to build on for your planets. And a line of military research, e.g beams. Also whatever leads to Miniaturization, since that tech decreases the space your ship components take up so you can fit more stuff on. You'll also want to research the ship engine line fairly early on to at least a few places.

    Generally, tech for ship upgrades goes like [new beam weapon] -> [make that weapon smaller] x3 -> [new, more powerful beam weapon] -> [make it smaller] etc. You research a faster engine or more powerful gun, then you make it smaller so you can fit more on your ships.

    Make sure your planets have enough entertainment to keep the approval high, that way you get more taxes. Then, build enough markets to make money and science labs for faster teching. You can use farms to increase pop cap for more taxes but higher pops will decrease approval too.

    I haven't played it for ~a year so this is just a ramble. Also, I recommend you build all your own ships from the start and discard the pre-made designs. Why? Because at the start you have barely any components so its very easy to make a ship and understand how the shipyard works, then as you tech you'll see the benefit of your tech as it progresses and be able to keep up with it all. At the start of the game your hull capacities are too small for anything fancy anyway, all your ships will be single purpose e.g engine + gun = fighter, engine + habitat = colony ship etc.

    Rami on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2010
    Also remember to research spying so you can keep track of who has what. You don't need to worry about anyone attacking you until they develop planetary invasion. That is such a big project that no one will sell it, everyone will buy it, and no one can take a planet without it.

    Again, this depends on whether you are a warrior race or not.

    RoyceSraphim on
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  • ACSISACSIS Registered User regular
    edited May 2010
    As far as i remember its pretty important to pump resources into initial expansion. That also includes taking up debts. Aside of that cultural influence plays a big part in the game as do space stations. Another interesting thing is that your decisions affect the anlignment of your empire, so there are good and evil and also their respective UI and technologies.

    ACSIS on
  • DietarySupplementDietarySupplement Still not approved by the FDA Dublin, OHRegistered User regular
    edited May 2010
    Or just do what I did: uninstall the damn thing because it's so frustrating, and go back to playing Civ IV.

    DietarySupplement on
  • MalkorMalkor Registered User regular
    edited May 2010
    Is it really Civ on steriods?

    That sounds neat.

    But I can't play 10 games at the same time.

    Malkor on
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  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited May 2010
    Malkor wrote: »
    Is it really Civ on steriods?

    That sounds neat.

    But I can't play 10 games at the same time.

    It certainly takes a lot of cues from Civ and MoO. It's crack for most fans of two games.

    Drake on
  • Lord JezoLord Jezo Registered User regular
    edited May 2010
    Do I unlock more ships by researching things or do I need to build them from scratch?

    I saw that when I researched planetary invasion I got a transport ship to move my guys to attack, but with things like faster engines and stronger armor do they get applied to things automatically or do I need to redesign things?


    With building things on the planets like the mentioned science stations and places for entertainment how do I know what planet needs what and if I should be building a slight population growth thing or a improved population growth thing or a recruiting station or a embassy or a .. *poof brain explode*

    Lord Jezo on
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  • RamiRami Registered User regular
    edited May 2010
    You'll need to design a new ship when you improve your engines or weapons or whatever. Obviously, you don't need an overhaul for every incremental upgrade. Think of it as being like Alpha Centauri's prototype system.

    You know you need entertainment if the planet's approval is low (sub 70%) which you can see on the planet build screen. For population, use your homeworld as a guide. A lot of the planets you colonise will have a lower rating and will support few people naturally. I think a safe number for population was around 20-24b, most will only be 8-12 to start with. Really, you can take it as high as you can get away with before ruining morale or using all your construction squares. It depends how much income you need. Of course, it's also less squares to build science or other special buildings on.

    You'll get new ship designs automatically when certain tech milestones have been reached, but you're better of designing ships by hand to do exactly what you need them to do. You need to pick a goal for the game and for planets. Have a thriving world of green overflowing with food? A great place to focus on economy and/or research. Got a planet that isn't great for people but has minerals? Focus on building factory after factory there so that it can be your centre of industry; pumping out warships at a super fast speed.

    Do you want to win by cultural takeover? Focus on politics and influence. Build embassies for influence bonuses, build influence starbases and kit them out with influence enhancing modules so that your influence sphere spreads across other civ's planets and convinces them to join you. Obviously, influence buildings are best used on planets on the fringe of your territory, the ones closest to enemy or neutral space.

    If you want to conquer the galaxy focus more on teching through the military applications at a reasonable pace, and place emphasis on factories for your planets to build ships quicker. You can be a jack of all trades if you want, that works too. Let your enemies destroy each other while maintaining a decent rate of everything, then shift focus late game to whatever will best defeat the civ remaining.

    Rami on
  • ElvenshaeElvenshae Registered User regular
    edited May 2010
    Lord Jezo wrote: »
    Do I unlock more ships by researching things or do I need to build them from scratch?

    Both.

    The game comes with a bunch of stock designs which, as you unlike the required techs, will be added to your list.

    You can also build your own designs. Also, if you save your designs, you can have them show up in future games automatically as soon as you unlock the required techs, just like Stardock's stock designs.
    I saw that when I researched planetary invasion I got a transport ship to move my guys to attack, but with things like faster engines and stronger armor do they get applied to things automatically or do I need to redesign things?

    You'll probably want to redesign it to get better engines and range, since it gives you the base transport IIRC (which is still useful for short invasions, because it's cheaper and you can build it faster).

    Note that, if you've got enough space, you can put multiple transport pods on a single hull.
    With building things on the planets like the mentioned science stations and places for entertainment how do I know what planet needs what and if I should be building a slight population growth thing or a improved population growth thing or a recruiting station or a embassy or a .. *poof brain explode*

    Practice?

    Also, what does your empire need? Also, look for squares that provide bonuses to certain buildings, and think long and hard before you use it for something else.

    Elvenshae on
  • Kris_xKKris_xK Registered User regular
    edited May 2010
    Does this work with Win7 yet? Some of the expansions (I think it was DA) had problems with it.

    Kris_xK on
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  • Lord JezoLord Jezo Registered User regular
    edited May 2010
    Kris_xK wrote: »
    Does this work with Win7 yet? Some of the expansions (I think it was DA) had problems with it.

    I am running W7 and having no issues at all with it.

    Lord Jezo on
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  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited May 2010
    Something to realize about combat in GalCiv II; It uses a Rock/Paper/Scissors model for offense and defense. This makes espionage very cool. Once you determine what type of offense and defense an enemy is using on their ships, you can custom design your ships to counter theirs. And espionage saves on researching techs because you can just have your spies steal techs from all the other races.

    This means money usually spent on research can go other places. Like fast tracking that custom tailored strike force of doom.

    Trade makes races you trade with hesitant to attack you as well as bringing in shiploads of cash. Espionage gives you access to your competitors tech, and the ability to sabotage facilities among other things. By the late game you should have enough money, tech and influence to be unstoppable.

    Drake on
  • ElvenshaeElvenshae Registered User regular
    edited May 2010
    Drake wrote: »
    Something to realize about combat in GalCiv II; It uses a Rock/Paper/Scissors model for offense and defense.

    I wouldn't say that exactly, though I get where you're aiming at. For the OP, in GalCiv:

    Shields counter Lasers.
    Armor counters Mass Drivers.
    ECM counters Missiles.

    When determining your ship's defense against a specific attack, you get the total of your appropriate defense, plus the square root of your inappropriate defenses.

    So, if you're dealing with a laser-using opponent, you want shields on your ships. If your opponent is building ships with armor, attack him with lasers or missiles. On your own ships, keeping a point in each Defense category is usually worth it. Similarly, if you've got the space, adding a two-point attack in an off-spec (e.g., mass drivers or missiles if you're largely laser focus) can make it harder for your opponents to counter your ships - especially since, as the game goes on, you're likely to run into opponents using a mix of strategies.

    Elvenshae on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2010
    Elvenshae wrote: »
    Lord Jezo wrote: »
    Do I unlock more ships by researching things or do I need to build them from scratch?

    Both.

    The game comes with a bunch of stock designs which, as you unlike the required techs, will be added to your list.

    You can also build your own designs. Also, if you save your designs, you can have them show up in future games automatically as soon as you unlock the required techs, just like Stardock's stock designs.
    I saw that when I researched planetary invasion I got a transport ship to move my guys to attack, but with things like faster engines and stronger armor do they get applied to things automatically or do I need to redesign things?

    You'll probably want to redesign it to get better engines and range, since it gives you the base transport IIRC (which is still useful for short invasions, because it's cheaper and you can build it faster).

    Note that, if you've got enough space, you can put multiple transport pods on a single hull.
    With building things on the planets like the mentioned science stations and places for entertainment how do I know what planet needs what and if I should be building a slight population growth thing or a improved population growth thing or a recruiting station or a embassy or a .. *poof brain explode*

    Practice?

    Also, what does your empire need? Also, look for squares that provide bonuses to certain buildings, and think long and hard before you use it for something else.

    Use some of the tabs on your hud to pull up a view of all your planets and manage accordingly. Use Markets to bring a cash cow closer to breaking even. Exploit the native bonuses to the fullest extent, and remember to save your capitols for when you know you have a perfect planet for it. Like a world with several research or manufacturing bonuses or a planet with 1 or 2 approval bonuses (in this case, you would actually use a xeno farm)

    Actually, does anyone here actually use XENO farms?

    edit: Also keep in mind that a lot of cheaply produced ships with a weak weapon they have no defense for and a defense for their weapons can take down a lot of bigger ships.

    RoyceSraphim on
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  • ElvenshaeElvenshae Registered User regular
    edited May 2010
    Actually, does anyone here actually use XENO farms?

    Yes - but only when I've got the space to build entertainment facilities as well. My biggest source of unhappiness is always planetary population, and building a Xeno farm - especially on a bonus tile - can turn an otherwise productive planet at 8pop into a hellhole at 12pop or 16pop.
    edit: Also keep in mind that a lot of cheaply produced ships with a weak weapon they have no defense for and a defense for their weapons can take down a lot of bigger ships.

    Also good advice.

    Elvenshae on
  • ZedarZedar Registered User regular
    edited May 2010
    I use Farm/Entertainment Networks/Market combinations to set up my tax income planets. Get the right balance and a planet can bring in a hefty amount of money to offset the losses you are probably making on your production and research planets.

    Zedar on
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  • MalkorMalkor Registered User regular
    edited May 2010
    Lord Jezo wrote: »
    Kris_xK wrote: »
    Does this work with Win7 yet? Some of the expansions (I think it was DA) had problems with it.

    I am running W7 and having no issues at all with it.

    Same.

    For I'd rather have this on Steam, but for $10 I cannot complain.

    But I will though mark my words1

    Malkor on
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  • SokpuppetSokpuppet You only yoyo once Registered User regular
    edited May 2010
    Step 1: uninstall
    Step 2: buy Sword of the Stars and play that instead

    Sokpuppet on
  • ZedarZedar Registered User regular
    edited May 2010
    SotS is even harder to work out than galciv is

    Zedar on
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  • ArrathArrath Registered User regular
    edited May 2010
    Now I have to find my GalCiv2 discs again. Crap.

    Arrath on
  • cpugeek13cpugeek13 Registered User regular
    edited May 2010
    My favorite thing about GCII (besides the awesome diplomacy system) is the customization. There's nothing like creating a custom race to conquer the galaxy. All shall fear the Great Canadian Empire!

    cpugeek13 on
  • Mr FuzzbuttMr Fuzzbutt Registered User regular
    edited May 2010
    The thing that annoys me in this game is how long it takes before any sort of combat happens. You can't really go in for a quick strike against the guy next to you, because even if you destroy a bunch of his ships, you can't actually invade his planets until you get that tech that takes ages to research.

    Mr Fuzzbutt on
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  • RamiRami Registered User regular
    edited May 2010
    That's one of my favourite features. Early game rushes in strat/RTS games bore me.

    Rami on
  • Lord JezoLord Jezo Registered User regular
    edited May 2010
    Does it matter how far things are apart from each other? In the couple things I have played I have only found very few planets close to where I start that I can build on. After that I need to start going deep into space to find other planets that I can settle.

    Is it worth researching abilities to allow me to settle on hostile worlds?

    Lord Jezo on
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  • CasualCasual Wiggle Wiggle Wiggle Flap Flap Flap Registered User regular
    edited May 2010
    Lord Jezo wrote: »
    Does it matter how far things are apart from each other? In the couple things I have played I have only found very few planets close to where I start that I can build on. After that I need to start going deep into space to find other planets that I can settle.

    Is it worth researching abilities to allow me to settle on hostile worlds?

    Depends.

    How many hostile worlds are you finding? How desperate are you for more worlds? Are they close enough to your other worlds that if someone else takes them it affects your influence? Is it worth devoting months of research time away from weapons and defence?

    With invading technology if another race colonises the world you can still take it if you have hostile world tech or not.

    Casual on
  • Mr FuzzbuttMr Fuzzbutt Registered User regular
    edited May 2010
    Rami wrote: »
    That's one of my favourite features. Early game rushes in strat/RTS games bore me.

    In my turn-based strategy, I like to have the option without it being the be-all and end-all. In Civ4, for instance, depending on map features, proximity of enemies, who you are up against, etc etc, an early rush may or may not be beneficial. You need to weigh your options before making the decision. It's an interesting choice to make, and one that I sorely miss in GalCiv2.

    Mr Fuzzbutt on
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  • Vi MonksVi Monks Registered User regular
    edited May 2010
    So I picked this up on the Impulse sale and I'm a bit confused. I watched all the tutorial videos, so I think I have a decent understanding of how the base mechanics work. I started up a game on the medium galaxy size as Terran with all the default settings, beginner difficulty. But I was outclassed by almost every other race very quickly. I initially colonized Mars, which was a crappy planet, but I had been scouting for 10+ turns and had not found a single planet higher than Class 0 (other than planets that were toxic/barren/whatever and I couldn't colonize them). It seemed to be taking a long time for me to build anything (20-35 turns for a constructor ship). I researched some research techs, and then found a toxic Class 28 planet. Obviously, wanted to get that one, so I researched the necessary tech. By that point, I decided to trade with other races and found that they all had twice as many techs as I did and a whole order of magnitude more ships than me. I feel like I must be missing something really basic but I don't know what it is.

    Vi Monks on
  • SonarSonar Registered User regular
    edited May 2010
    It takes time. Be friendly until you can fight, the AI can be reasonable in trades, and don't be afraid to use your cash reserves to build up planets quickly. Factories are your friend.


    I'm debating. I have been putting of getting Twilight of the Arnor... worth it?

    Sonar on
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  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited May 2010
    Sonar wrote: »
    I'm debating. I have been putting of getting Twilight of the Arnor... worth it?

    Oh god yes.

    edit: In way of making a point, here is the feature list;

    * New campaign detailing the final chapter in the Dread Lords wars.
    * The Terror Star arrives, capable of destroying any star.
    * Unique technology trees for all 12 civilizations.
    * Unique planetary improvements for each civilization.
    * New 3D engine powered map editor.
    * New Scenario Editor for creating highly detailed custom games.
    * New Campaign Editor for players who want to create their own custom epic campaigns for themselves or to share with others.
    * New Metaverse Tournaments: Specific maps & scenarios recorded to the Metaverse with prizes for top players.
    * Updated Planetary Invasions.
    * Unique weapons per civilization.
    * New enhanced textures and graphics for planets and ships.
    * New Galaxy Size: Immense (vastly bigger than the current galaxy sizes).

    Drake on
  • Lars_DomusLars_Domus Registered User regular
    edited May 2010
    Vi Monks wrote: »
    [Woes]

    Sonar's advice is sound in any case, but it sounds like you were just unlucky with the map generator. Try fiddling around with the galaxy generation settings to see if you can get more habitable planets. (Just keep in mind that that means more planets for your rivals as well.)

    Also, the AI is one of the game's high points, so don't be surprised if they run ahead of you even on the lower difficulty settings (though in your case they they were probably ahead because you had difficulties expanding.) At any rate there's no shame in lowering the difficulty until you get the hang of things.

    I wouldn't recommend doing the research for colonizing planets with hostile environments unless you really, really need them. That time could be better spent researching better weapons to take those planets (and the techs to inhabit them) from your rivals by force later in the game :twisted:

    Lars_Domus on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2010
    Make sure you are also adjusting the economy for your empire. The game starts you @ 70% or so and your money is split between science, social, and military. If you dont plan on building any ships anytime soon, turn military down and adjust the other two according to what you want. A few more credits to social can give you another research lab that shortens your research by twice the time you lose.

    Also, don't waste a colony ship on the closest planet if its crap. If someone else gets it,you can steal it through influence and by the take you do, you already have the tech to improve those yellow and orange tiles.

    RoyceSraphim on
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  • ScooterScooter Registered User regular
    edited May 2010

    Actually, does anyone here actually use XENO farms?


    Definitely, one or two on every planet. Not only does it bring in tax money, but a planet with a population of 20 billion is pretty much invincible to invasion unless there's a huge tech disadvantage.

    Scooter on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2010
    Scooter wrote: »

    Actually, does anyone here actually use XENO farms?


    Definitely, one or two on every planet. Not only does it bring in tax money, but a planet with a population of 20 billion is pretty much invincible to invasion unless there's a huge tech disadvantage.

    yeah, but then you have a much larger and more difficult population to keep happy, do you just not research xeno tech?

    RoyceSraphim on
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  • ScooterScooter Registered User regular
    edited May 2010
    I do need to throw in some +happy buildings, maybe lower taxes some, I haven't done the numbers but I suspect I get more tax money with more people in the end. Don't need more than like 55% happy anyways.

    Scooter on
  • theSquidtheSquid Sydney, AustraliaRegistered User regular
    edited May 2010
    SHIPS
    - Send your colony ship to the next star system over and try to find a planet that's class 10+. Don't give up until you do.
    - Send your constructor to the first resource that pops up. If you lose patience make it an economic base for your system.
    - Set your flagship to 'Auto Survey'.
    - Set your scout ship to 'Auto Explore'.

    PLANET
    - Buy at least three factories, avoid farms because they are a curse in disguise.
    - Buy a colony ship. Remember we are eXpanding here.

    CIVILIZATION
    - Tax the fuck out of your citizens, the uncultured swine. If I were in game I would beat them for you. Oh boo hoo, they're unhappy. Fine, keep it at non-red, the whiny bitches. I think you can lock the manufacturing and military spending at 0% too, since you're relying on the free market for now apparently.

    RESEARCH
    - What are you missing? There's three attack types and three defence types that directly correspond to those three attack types - but you won't be worrying about such things any time soon. Maybe you don't have the Universal Translator yet, or decent engines? Boosting your moves/turn can be important in early game for quickly getting the good planets.

    theSquid on
  • PolloDiabloPolloDiablo Registered User regular
    edited May 2010
    I played tons of GalCiv2, but with the new differentiation between races I'm totally lost now. I say "new" meaning of course within the last couple years. Is there somewhere I can look to get an overview of what the different racial tech trees are good for now? I forget which race I started as, but they could only build one central mine thing per planet, which I guess is their factory equivalent. They seemed pretty good.

    PolloDiablo on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2010
    Finally trying the dominion of Krox but not kicking much ass. I also had the Jagged Knife take a prime world, I unleashed the peacekeepers, and oh look the dread lords all back. Thankfully, the dread lords are busy at the opposite end of the galaxay and maybe the Thalan won't dominate the galaxy when they master Terror stars. I tell you one thing though, as soon as I finish upgrading all my factories, the reasearch arrows is going to be aimed squarely at those stars. Someone say arms race?

    RoyceSraphim on
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  • PolloDiabloPolloDiablo Registered User regular
    edited May 2010
    Why do the Thalans seem like invincible doom gods in every game I play with them? I'm scared.

    PolloDiablo on
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