- Oct 10, 2006
- 21,562
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All I want to do is trade with the Altarians so I can boost my economy and finally build something that'll kick some ass, but nope. I've clicked on almost every dman item in the tech tree with no mention of these things. Do they just not exist in the early campaign?
Digression:
I would just like to add that the research portion of this game blows chunks by comparison to Space Empires V. You can only research one thing at a time (as opposed to SE V where you can distribute your research funding across multiple areas at once), the inter-links between research branches are not graphically displayed with the rest of th tech tree, and said links are often ridiculously difficult to trace to the noobie.
And I'm not talking anything exotic either, just upgraded ship hulls apparently require inter-relations that, while sensible, I had to draw out by hand to get the full picture.
Now in Space Empires V, there are WAY more areas of technology to pursue. In the military category alone, GCII has 3 primary lines. SEV has about 20 IIRC. Likewise There are also very few interrelations. This is compensated for by researching "theoretical sciences" that unlock completely new lines of "applied research", with applied research unlocking more specific components like tachyon sensors or null-energy weapons. And you have no idea when these discoveries will occur. Much more realistic.
In addition, in GCII you have to research weapons and military hulls from scratch. Bull. Shit. Takes all the fun out of the early game IMO. In SEV you may not be able to make anything powerful, but you can have a full fledged warship out by turn 1, flying around the galaxy kicking other players' primitive ships' asses. Much more fun.
So there. I hate GCII's research management/functionality.
Although I will admit that it's planet/colony management system is far more intuitive than SE V, it's AI appears to be more competent, and the AI's writing has a little bit of character to it as opposed to a series of blatantly canned responses. So the game isn't without it's redeeming qualities. 
/rant
Digression:
I would just like to add that the research portion of this game blows chunks by comparison to Space Empires V. You can only research one thing at a time (as opposed to SE V where you can distribute your research funding across multiple areas at once), the inter-links between research branches are not graphically displayed with the rest of th tech tree, and said links are often ridiculously difficult to trace to the noobie.
And I'm not talking anything exotic either, just upgraded ship hulls apparently require inter-relations that, while sensible, I had to draw out by hand to get the full picture.
Now in Space Empires V, there are WAY more areas of technology to pursue. In the military category alone, GCII has 3 primary lines. SEV has about 20 IIRC. Likewise There are also very few interrelations. This is compensated for by researching "theoretical sciences" that unlock completely new lines of "applied research", with applied research unlocking more specific components like tachyon sensors or null-energy weapons. And you have no idea when these discoveries will occur. Much more realistic.
In addition, in GCII you have to research weapons and military hulls from scratch. Bull. Shit. Takes all the fun out of the early game IMO. In SEV you may not be able to make anything powerful, but you can have a full fledged warship out by turn 1, flying around the galaxy kicking other players' primitive ships' asses. Much more fun.
So there. I hate GCII's research management/functionality.
/rant
