minor races make me not want to play.

holy cow if i wanted to compete against ten races for planets i would have picked ten opponents, not four. that is really aggravating.

everything else about the game is great though.
12,104 views 10 replies
Reply #1 Top
You can turn off the minor races, it's a setting in the prefs.ini file in the My Documents/My Games/GalCiv2 file. Can't remember, but if you search that file for minor, you'll find it, turn the 1 into a 0
Reply #2 Top
what an annoying drunken half-asleep post by myself. started a game right in the center with lots of room for expansion but the minors hemmed me in and basically suffocated me.

turned off the minors per your suggestion, started a new game, and it worked until the colony rush was over (perhaps until the first save -> quit -> reload)

then, a pleasant surprise as the vegans (with their pq15) suddenly appeared on my border... i promptly pounced upon the prissy pepper partakers, pulverizing their puny parsonage. then i ordered another dozen chicken wings.
Reply #3 Top
heh, im still playing on 'normal' setting rite now. minors buy like, 3 colony ships and all they do is sail around and stuff, other than I Leaque or Delean leaque, the ,most planets a minor has in a normal game so far is 3 but ya, wrks for me cuz i conquer their asses and suddenly have 4 or 5 civilization capitals!
Reply #4 Top
minors are a goat-rope on normal setting. Max out your spending and sell them a tech or 3 every 10 turns. They never run out of money or get tired of iving it to you.

what an annoying drunken half-asleep post by myself. started a game right in the center with lots of room for expansion but the minors hemmed me in and basically suffocated me.


How fast are you producing colony ships. You should be getting out one every 8 turns or so. Shold be able to beat them to the planet that way.
Reply #5 Top
Do miners actually build starships? they are easy prey to a fighter and transport in beta5.They should be building more defence ships.
Reply #6 Top
I've got to agree. So far, the presence of so many minors so quickly in the game is pretty annoying. One time I had barely gotten my first couple of colony ships out, then I ran into a string of a half-dozen minor colony ships crossing my bow. On another game, three minors hemmed me in on every expandible side. It would be better if they appeared later in the game, and/or were not so expansionist.
Reply #7 Top
I agree with the annoyance of the super-abundance of minor races. I suggested some time back that some choices about minors be allowed in the set-up screens, not just whether we want them or not, but how many can show up, what level of intelligence they are (therefore, what bonuses they have), etc., just like for the major races. I also questioned the fact that at least with 4d, when minors were added, they could now harvest resources and build starbases -- something they could not do in GalCiv 1. But we cannot trade ships and starbases with minors. Will this be part of the final game? I would like to request the ability to trade ships since we can do this with all other races. And I would like minors not to harvest resources, or give us the ability to trade starbases with them as well. My two bits!

In a 4d game, I had so many minor races show up, they were bumping each other off the diplomacy screen because there were not enough slots for them all. And they got to alot of the space resources as well as planets ahead of me and other major races.

As a corollary question, I have notices that in the pref.ini file, there are 11 races, 0 through 10. I presume one of these stands for all of the minor races. Can anyone identify which integer matches which race?

Thanks!
Reply #8 Top
In the final release, minor races won't do anything at all.  Right now, they're using the main AI.  But they will have their own minor race AI in the final version.
Reply #9 Top
Not sure about them not doing "anything" sounds a bit extreme,they never do anything mid to late game in my tests anyway.

The I League,fundamentalist's,dark yor and the teddy bears should have expansion A.I in my view.
Reply #10 Top
I'm currently having an issue with minor races in my game where I often will be completely hemmed in by them at the start. In two of the last three games I played, within my starting range there were 3 non-class 0 planets, and they were all taken by minor races. I was boxed in to one planet with no chance of expansion. Maybe there needs to be some code added to the map generation so that players have X number of "good" planets within their starting range. It's no fun to have to restart a game as soon as it starts up