<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>GalCiv II Forums » RSS Feed » Beta Reports Posts</title><link>https://feeds.feedburner.com/Stardock/GalCiv2/forum/421</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Recent Posts In Beta Reports</description><language>en-us</language><pubDate>Wed, 29 Apr 2026 9:04:26 AM -0400</pubDate><lastBuildDate>Wed, 29 Apr 2026 9:04:26 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>j88gamecom</author><comments>https://forums.galciv2.com/536638</comments><description><![CDATA[  Descubra a    J88   , onde o jogo online ganha outro n&iacute;vel! 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We cater to all type of travel enthusiast across the globe.    &nbsp;    Visit here &nbsp;   https://www.adventuremania.com/rajasthan-tour-packages   &nbsp; &nbsp;  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/517977</guid><link>https://forums.galciv2.com/517977</link><pubDate>Mon, 03 Apr 2023 12:57:17 PM -0400</pubDate><pubDateParsed>2023-04-03T09:57:17</pubDateParsed><title>andaman nicobar trip</title></item><item><author>0rion79</author><comments>https://forums.galciv2.com/374348</comments><description><![CDATA[Well, not willing to emulate Futurama's Zapp Brannigan "heroic" acts to defeat neutrality in the universe...  Actually, this is the only left thing that confuses me in GC2: it is not a matter of what to choose, it is just that I can't evaluate the value of the bonuses coming with Good or Neutral alignment.  Both looks quite valid but, in the whole, Neutral looks superior.   Good:     Citizens are more loyal and less likely to  defect  if their colonies are under an opponent's  influence ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/374348</guid><link>https://forums.galciv2.com/374348</link><pubDate>Sat, 06 Jul 2013 3:39:45 AM -0400</pubDate><pubDateParsed>2013-07-06T03:39:45-04:00</pubDateParsed><title>Good vs. Neutral</title></item><item><author>DivineWrath</author><comments>https://forums.galciv2.com/169077</comments><description><![CDATA[     By the way, its kind of hard to place parts onto a moving object.   Edit: ---------------- I created a new post for ideas for new ship designer features. Go take a look.  WWW Link ]]></description><guid isPermaLink="True">https://forums.galciv2.com/169077</guid><link>https://forums.galciv2.com/169077</link><pubDate>Sun, 30 Dec 2012 6:52:17 PM -0500</pubDate><pubDateParsed>2012-12-30T18:52:17-05:00</pubDateParsed><title>TA Beta 3- -- Rotating parts!?!?</title></item><item><author>geoffstagg</author><comments>https://forums.galciv2.com/428926</comments><description><![CDATA[Hi  I got GALCIV II Dread Lords gold edition a couple or more years ago, and haven&#39;t played it for a while.&nbsp; Recently changed our ISP from a model dial up to briadband, so I thought I would install the game update I had been putting off.  I had to re-install Stardock central.&nbsp; It does not recognise that I have GalCiv II installed.&nbsp; How do I get it to recognise it?  &nbsp;  (So I am currently downloading the update through the Gamespot ap.)  &nbsp;  Geoff  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/428926</guid><link>https://forums.galciv2.com/428926</link><pubDate>Thu, 02 Aug 2012 8:34:22 AM -0400</pubDate><pubDateParsed>2012-08-02T08:34:22-04:00</pubDateParsed><title>stardock central doesn't recognise my installed games</title></item><item><author>USAF_Ronin</author><comments>https://forums.galciv2.com/305168</comments><description><![CDATA[&nbsp;&nbsp;&nbsp; I was playing with the map editor and could easily put stars and planets everywhere but I was hoping that I could place the civilization start points.&nbsp; is that available in the scenario editor?]]></description><guid isPermaLink="True">https://forums.galciv2.com/305168</guid><link>https://forums.galciv2.com/305168</link><pubDate>Thu, 08 Sep 2011 5:59:19 PM -0400</pubDate><pubDateParsed>2011-09-08T17:59:19-04:00</pubDateParsed><title>map editor</title></item><item><author>Ryan Vincent</author><comments>https://forums.galciv2.com/138195</comments><description><![CDATA[Before I invaded the Caranoid planet I had placed several spies on their planet, this was to ruin any attempt to build starships.  After the invasion it seems that my spies were still trying to sabotage the planet, and so I was receiving the penalties..from my own spies!  Thankfully removing them VIA the espionage menu proved quite easy.  SUMMARY: When a planet is invaded and the invader still has spies on the planet, said spies will still be in effect.  RECCOMENDATION: Create code that ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/138195</guid><link>https://forums.galciv2.com/138195</link><pubDate>Sun, 25 Jul 2010 7:33:16 PM -0400</pubDate><pubDateParsed>2010-07-25T19:33:16-04:00</pubDateParsed><title>Dark Avatar: Spies, Invasions and you.</title></item><item><author>capt stark 1972</author><comments>https://forums.galciv2.com/389271</comments><description><![CDATA[when i invaded drengi i was able to leave the drengin empire leaderless&nbsp; beisides after the invasion i invaded kona and i also captured it in both invasions i used mass driver tactics  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/389271</guid><link>https://forums.galciv2.com/389271</link><pubDate>Sun, 25 Jul 2010 7:31:27 PM -0400</pubDate><pubDateParsed>2010-07-25T19:31:27-04:00</pubDateParsed><title>dreadlords:invasions</title></item><item><author>CariElf</author><comments>https://forums.galciv2.com/171889</comments><description><![CDATA[If you are getting out of memory errors in Twilight of the Arnor, please post here ONCE with the system info and game version copied from your debug.err and your galaxy settings.  I want to be able to compare people's information all in one spot.  You should also zip your most recent save game where this occurred and send it to  gc2bugs@stardock.com  along with the debug.err file attached.  Thanks!        ]]></description><guid isPermaLink="True">https://forums.galciv2.com/171889</guid><link>https://forums.galciv2.com/171889</link><pubDate>Fri, 19 Jun 2009 5:29:55 AM -0400</pubDate><pubDateParsed>2009-06-19T05:29:55-04:00</pubDateParsed><title>Out of Memory in Twilight</title></item><item><author>Sole Soul</author><comments>https://forums.galciv2.com/173530</comments><description><![CDATA[Enhanced Xeno Farm and Intensive Farming are both unlocked by Xeno Farm Construction II (was playing as the humans, but no idea if that's even relevant).  Enhanced Xeno provides 3 food (description is still the DA one from Xeno and says five; Basic appears to have been converted to Xeno and downsized, but that's not the issue, though a correct description would be nice) and has 1 maintenance, while Intensive provides 6 food...and has 1 maintenance.  So, to sum up, one tech is unlocking two imp...]]></description><guid isPermaLink="True">https://forums.galciv2.com/173530</guid><link>https://forums.galciv2.com/173530</link><pubDate>Mon, 08 Dec 2008 3:41:54 PM -0500</pubDate><pubDateParsed>2008-12-08T15:41:54-05:00</pubDateParsed><title>Farm "bug"</title></item><item><author>The Wicked Flea</author><comments>https://forums.galciv2.com/327889</comments><description><![CDATA[This is an interesting one.&nbsp; I went to make another custom race the other day, and so I clicked Clear.&nbsp; Everything was cleared, yes, but the Super Ability field was reset to Unknown and  locked  outright.&nbsp; Now I can't change a single Super Ability!  &nbsp;  How do I reset from this temporarily?&nbsp; I can't even hack the racexml file and get the change to apply.  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/327889</guid><link>https://forums.galciv2.com/327889</link><pubDate>Mon, 03 Nov 2008 12:24:16 PM -0500</pubDate><pubDateParsed>2008-11-03T09:24:16</pubDateParsed><title>2.0 Beta, clearing a custom race removes all super abilities.</title></item><item><author>Philocthetes</author><comments>https://forums.galciv2.com/328355</comments><description><![CDATA[Is there any hope left for getting something like an  Upgrade all ships of this type in this fleet  check box in the fleet dialog? There seems to be room in the UI to me. Is a player command like that just insanely complicated given the underlying plumbing? Upgrading ships as part of obeying the &gt;20k thing is by far the single greatest click load for me, and reducing it would make war wins on gigantic and immense maps much less tedious.  I apologize for bringing a minor thing up very late i...]]></description><guid isPermaLink="True">https://forums.galciv2.com/328355</guid><link>https://forums.galciv2.com/328355</link><pubDate>Wed, 29 Oct 2008 9:42:33 PM -0400</pubDate><pubDateParsed>2008-10-29T21:42:33-04:00</pubDateParsed><title>1.99 beta 1: probably too late to ask, but...</title></item><item><author>Philocthetes</author><comments>https://forums.galciv2.com/327056</comments><description><![CDATA[Subject line is pretty much it, but the question that made me think to try a thread was roughly, "If tech brokering is disabled and you buy a tech like Beam Weapon Theory, can you still research it later on to add it to your portfolio of possible trades?"  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/327056</guid><link>https://forums.galciv2.com/327056</link><pubDate>Mon, 13 Oct 2008 1:01:17 PM -0400</pubDate><pubDateParsed>2008-10-13T13:01:17-04:00</pubDateParsed><title>2.0 beta spectator Q, tell us about "no tech brokering"</title></item><item><author>Gray Ham</author><comments>https://forums.galciv2.com/326223</comments><description><![CDATA[Hi there  I have been very pleased to try out the beta 2.0 patch for Gal Civ II. I remembered reading that the 2.0 update refreshes the manual with lots of new content and updated info (thank you!).  I have noticed in that the revised manual that the page numbers are actually going over the edge of the little box where the page number used to reside. Is this typesetting issue something that would be possible to correct?  Thanks for your time  &nbsp;  &nbsp;  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/326223</guid><link>https://forums.galciv2.com/326223</link><pubDate>Thu, 02 Oct 2008 4:23:40 PM -0400</pubDate><pubDateParsed>2008-10-02T16:23:40-04:00</pubDateParsed><title>Page Numbering Placement On the Revised PDF Manual</title></item><item><author>CariElf</author><comments>https://forums.galciv2.com/136748</comments><description><![CDATA[Please don't flame each other's feedback about the beta.  It makes that much more stuff that I and the other developers have to wade through to get to people's feedback on the game.  It doesn't help me to know that you think that another beta tester is a moron.  If you disagree with something that someone has suggested, reply with why you don't like their idea.  And don't just say I think it's stupid.   Say why you don't like it: "That would add too much micromanagement", or "That would make it ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/136748</guid><link>https://forums.galciv2.com/136748</link><pubDate>Tue, 19 Aug 2008 2:09:16 AM -0400</pubDate><pubDateParsed>2008-08-19T02:09:16-04:00</pubDateParsed><title>Flaming wastes time - Don't do it.</title></item><item><author>RonLugge</author><comments>https://forums.galciv2.com/300915</comments><description><![CDATA[I've run into an annoying bug, reproduceable from save games (mailing those in as soon as I find 'em on my HD...).&nbsp; Soemtimes, when I hit "end turn" the game processes the turn... then freezes, locking itself up.&nbsp; No way to hit "end turn" again, no processing of next turns events... just sitting there waiting for it to start the next turn.]]></description><guid isPermaLink="True">https://forums.galciv2.com/300915</guid><link>https://forums.galciv2.com/300915</link><pubDate>Tue, 03 Jun 2008 8:17:19 AM -0400</pubDate><pubDateParsed>2008-06-03T08:17:19-04:00</pubDateParsed><title>End of Turn Freeze</title></item><item><author>NiklasInSpace</author><comments>https://forums.galciv2.com/313225</comments><description><![CDATA[Biospheres modulators can build planets up to least class 60 (tested) by building a bio.mod. decommission it and build a new one, adding 3 to class of planet each time.  On one hand i can see the altarians and drath with building paradise worlds with enough industry - it is very good-ish and very 'magical', but is it meant to push the balance of the game in favor of a good nation or it is just an unforseen effect of the coding? ]]></description><guid isPermaLink="True">https://forums.galciv2.com/313225</guid><link>https://forums.galciv2.com/313225</link><pubDate>Mon, 26 May 2008 11:51:12 AM -0400</pubDate><pubDateParsed>2008-05-26T12:51:12</pubDateParsed><title>Exploit or game effect</title></item><item><author>ghostwes</author><comments>https://forums.galciv2.com/162090</comments><description><![CDATA[So, I just completed a rather harrowing gigantic game. Before I started this game, I decided that I would take notes while I was playing, and try to think of things that could be improved in the game, or just note things that kind of annoy me while playing it.  Many of these complaints would have been mentioned were I involved in a beta version of TA, but since Stardock has decided not to do a beta this time, I offer the following instead.  Add the standard disclaimer that I love GalCiv2, lo...]]></description><guid isPermaLink="True">https://forums.galciv2.com/162090</guid><link>https://forums.galciv2.com/162090</link><pubDate>Mon, 19 May 2008 2:42:33 AM -0400</pubDate><pubDateParsed>2008-05-19T02:42:33-04:00</pubDateParsed><title>Instead of a Beta...</title></item><item><author>SIR NASTY OF TANG</author><comments>https://forums.galciv2.com/168095</comments><description><![CDATA[Hey any one else getting this I`m playing as the Korath Clan I builted Aul Incinerators and the planets Quality went up not down!! PQ before 31 after 38 playing CustomMap 02-Symmetry home world same,... it went from 12 to 15 !!  Nasty ]]></description><guid isPermaLink="True">https://forums.galciv2.com/168095</guid><link>https://forums.galciv2.com/168095</link><pubDate>Tue, 13 May 2008 7:36:00 PM -0400</pubDate><pubDateParsed>2008-05-13T19:36:00-04:00</pubDateParsed><title>Aul Incinerator</title></item><item><author>WTF_Chuck</author><comments>https://forums.galciv2.com/311536</comments><description><![CDATA[For this one simply give a race a PQ 30% bonus (if you want to test it more completely give yourself like a 900% bonus and use a pq 4 world) and fill up the planet.&nbsp; Trade the planet and get it back and it still has the same output but you now have empty squares to refill.&nbsp; Although I havn't observed research both food bonuses and production bonuses remain.&nbsp; Probably all remain if those do.&nbsp; You could see where this could become some 10000 bc planet with some work (hence expl...]]></description><guid isPermaLink="True">https://forums.galciv2.com/311536</guid><link>https://forums.galciv2.com/311536</link><pubDate>Fri, 09 May 2008 8:45:59 AM -0400</pubDate><pubDateParsed>2008-05-09T08:45:59-04:00</pubDateParsed><title>BUG/Exploit: Planet quality bonus strips buildings/tiles when another race gets planet somehow yet leaves the benefit from building.</title></item><item><author>WTF_Chuck</author><comments>https://forums.galciv2.com/311535</comments><description><![CDATA[Ok so I discovered that civ wide bonuses from improvements aren't posting (Even after loading save game) in the civ report screen that shows percentage.&nbsp; Also things that should be viewable immediatly in the colony screen such as morale or research trade goods don't appear to do anything.&nbsp; I'll not send a save game because this is easily reproducable start with korx and rush buy galactic bazaar.&nbsp; I am using metaverse copy of planet improvements xml file.&nbsp; I am using a custom ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/311535</guid><link>https://forums.galciv2.com/311535</link><pubDate>Fri, 09 May 2008 8:39:08 AM -0400</pubDate><pubDateParsed>2008-05-09T08:39:08-04:00</pubDateParsed><title>Bug: Glaring problem with buildings that grant CIV WIDE bonus (i.e. Galactic Bazaar, trade goods)</title></item></channel></rss>