Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on November 20, 2006 By Brad Wardell In GalCiv Journals

Each civilization is really unique at doing something. The super abilities are:

 

  • Super Diplomat. Civilization is able to secure much better deals through negotiation that other civilizations.
  • Super Dominator. When they go to war, they receive a group of Corvette class ships. The number they receive is based on their military power.
  • Super Organizer. When they are attacked, all races of the same ethical alignment will come to their aid.
  • Super Warrior. When in battles, they get the first strike ability. That is, their ships attack first and if their opponent survives only then do they return fire.
  • Super Breeder. If their approval is 100% their population increases at 4X the normal rate
  • Super Isolationist. Can colonize barren worlds and no foreign ship can travel more than 3 spaces per turn in their area of influence.
  • Super Trader. Gets all the trade techs at start of game and gets 2X from trade.
  • Super Manipulator. Is very good at getting other races to go to war with each other.
  • Super Hive. Unlimited range and all factories are built in 1 week.
  • Super Adapter. Starts out with aquatic and toxic world technologies.
  • Super Annihilator. Can build spore ship which when used on a defenseless colony will eliminate all population and turn it into a toxic world of the same class.
  • Super Spy. Gets an agent to start with and worlds are immune from agents.

(these aren't all impemented in bta 1 of Dark Avatar).


Comments (Page 1)
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on Nov 20, 2006
Good sir Draginol, I'm very glad to see this list for the new super abilities and look forward to testing them out in the beta, but you are teasing some of us with that word "manual" in your subject line

The galciv wiki showed no DA awareness when I poked around recently. Is there any chance of you hardworking folks finding time to use the wiki to get free labor from us beta folks?
on Nov 20, 2006
I'd love to see people update the Wiki!
on Nov 20, 2006
Good wishes are swell and all that, but I was really wondering about some paid-labor effort to spark beta crowd work over on the wiki. At minimum, it seems like one of your sharp crew might be able to revise the home page so it actively invites DA beta player input.
on Nov 20, 2006
Boy I wish I knew why Edit fails even when there are no posts after your last one.

But I meant to add that I might represent a small set of beta folks who are documentation oriented, but need a little boost to help us make the effort of learning how to work on the wiki.

I've been a copy-editing fan of the Wikipedia for a long time (over a year?) now, but I haven't been motivated to learn about the full tagging scheme. Some regular references here in the forum and some Stardock-driven freshening of the galciv wiki could encourage many of us to pile in as volunteer documentation builders.
on Nov 20, 2006
Could you include what super ability a race has in thier discription? Its one of those minor details that would be useful when selecting a race to play as.
on Nov 20, 2006
The Super Dominator ability sounds very weak; do the Corvettes scale to match current technology levels? At the same time, Super Organizer sounds like it is should be very powerful. How is it balanced?
on Nov 20, 2006
Could you include what super ability a race has in thier discription? Its one of those minor details that would be useful when selecting a race to play as.


Super Diplomat - Terran Alliance
Super Dominator - Drengin Empire
Super Organizer - Altarian Resistance
Super Warrior - Arcean Empire
Super Breeder - Torian Confederation
Super Isolationist - Yor Collective
Super Trader - Dominion of the Korx
Super Manipulator - Drath Legion
Super Hive - Thalan Empire
Super Adapter - Iconian Refuge
Super Annihilator - Korath Clan
Super Spy - Krynn Consulate
on Nov 20, 2006
You know, when I first read that the Super Isolationist could colonize "barren worlds" I thought it meant all those many Class 0 planets. Ah, well.
on Nov 21, 2006
I was playingas the Krynn with the with the Super Spy ability, but it doesn't seem to function as listed.

When I clicked on the enemy agent symbol on my planets, I would get a pop-up saying that my race had the Super Spy ability, and thus the planet was immune from enemy agents. However, my planets were LOADED with enemy agents, and they were certainly reducing the effectiveness of my planets.

For instance, an enemy agent might be on a factory, and when I remove them, my productivity would return to normal.

Am I misunderstanding their power? Has this ability in particular not be implemented fully yet?
on Nov 21, 2006
PS - I can't edit my post. The forum keeps suggesting that I am not logged in... but here I am!
on Nov 21, 2006

Good wishes are swell and all that, but I was really wondering about some paid-labor effort to spark beta crowd work over on the wiki. At minimum, it seems like one of your sharp crew might be able to revise the home page so it actively invites DA beta player input.

It's a wiki. If the community doesn't want to update it then it won't get updated. That's why I'm writing a user manual. I can't do both.

on Nov 21, 2006
They look good, but I wonder about the feasability of the Super-Adapters. Getting only two technologies seems to be a rather weak benefit when compared with, for instance, being able to build a massive construction facility in a few weeks. I would suggest changing it to something more along the lines of the Super-Isolationist, or giving them all of the initial colonizing technologies. Especially when compared with the Super-Isolationists, they don't have much of an advantage over the long run; the Isolationists get half as much benefit just from their starting technology, and limiting ships to only 3 parsecs per move should be devastating in the late game when ships travel 10-30 parasecs a week, much more powerful overall than a single colonizing technology.
on Nov 21, 2006
While those sound kind of cool, some of them do seem super unbalanced, Super Hive sounds really powerfull.

Is it the overall or the planetary approval rating that needs to be at %100 for Super Breeder?
on Nov 21, 2006

I might agree that some balancing may still be needed.

Which part of Super Hive do you feel is unbalanced?  I was thinking that instead of unlimited range, that they simply start out with much greater range than other players.

Super breeders workon a per planet basis.

on Nov 21, 2006
The idea of paying people to work on a wiki does not really match my concept of what a wiki is.

I assume we will be able to turn super abilities on and off for a more balanced/more differentiated game.
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