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Imperium galactica 2 multiplayer allied victory
Imperium galactica 2 multiplayer allied victory




  1. Imperium galactica 2 multiplayer allied victory Patch#
  2. Imperium galactica 2 multiplayer allied victory full#

Imperium galactica 2 multiplayer allied victory full#

minerals full army, and navy, and have to wait, because influence must grow in midgame. Second it slows down the conquest to the same level until colossus. First it creates a monumental imbalance between genociders, and normal empires. Midgame fanatic conqueror can spend influence without costly claims faster, than any build can give, or reduce. I remember that one day, this game was promising. That is, if you got past the bad UI and horribly stupid AI.

Imperium galactica 2 multiplayer allied victory Patch#

A twelve year old game, with the last patch dated from 2009, it was fun to play when it launched, until one of a miriad of bugs got to you. Before that, is an unplayable, unpolished, buggy mess. I will never understand why this choice was made and why people supported the removal of a feature.Ī small side note: Space Empires V is a very interesting game, after heavy modding. The removal of choice was a big blow to me personally, one that has kept me from this game for a while now and, in all honesty, will keep me from any future DLCs. I felt freedom to explore the stars and blaze my own trail. All of it made Stellaris different, a more grown up game in my eyes. I often had wormhole only games because I felt it was more 'realistic', since its the only FTL method with some kind of RL (immensely remote) possibility. And, as a cherry on top, you could choose! I honestly praised this game to all my gamer friends on that basis alone. I got past the 2D system map, often common in space 4x games, but the freedom of movement in the galaxy, limited only by warp drive technology was a breath of fresh air in a genre were hyperlanes are not only the norm, but almost a consensus. In a personal note, warp FTL was one of the reasons why I liked this game so much at launch. In a very literal sense, the removal of other FTL methods didn't change the game in any fundamental way, it simply removed the possibility of choosing it - as well as the possibility of modding it back in. In MP it was frequent to play hyperlane only because it was easy to abuse wormholes and I know a lot of people who played even SP with it as the only FTL option, but it was perfectly possible to make the changes they did (buffing static defenses) and keep the 3 FTL methods. I simply cannot understand how people endorse it. There was no change except removing choice. The FTL change, and your words specifically, baffle me: it was possible, without losing achievements, to play the game with only hyperlanes before. But I, these days, I immensely dislike it. I'm sure there's a lot of people who like it, and you know what, more power to you. To me, it's simply a system just like any other space 4x, only dumber. Just like a tree, only with an added annoyance. You can, of course, do some RP and chose whatever you want, but from a min-max perspective, there's optimal routes. However, after the first 300 hours, I felt that it merely forces the player to shift+TAB or ALT+TAB to check tech progression because, unlike suggested, there's an optimal route and there's useless techs on the tree. To be fair, I must admit that this was something I liked at launch and actively defended at first. Click to expand.Research cards, if I recall correctly, were meant to force the player to deal with the tech in the 'present', that is, to make decision making in terms of research something that happens as the game goes along, not as some kind of long term plan not having trees and randomization would more closely emulate research IRL.






Imperium galactica 2 multiplayer allied victory