Hmm... one other thing to consider: Do economy starbases, racial bonuses and government bonuses multiply the money directly, or do they add in with the stock market bonus? In the first case, they don't matter for optimization, but in the second, they would tend to swing things twards more farms and less stock markets. I also managed to pick up two economy resources in this game, so its starting to look like all I need to do is survive until this planet starts taking off. And since I also grab
Whillowhim
Thanks, I'll have to see how it turns out. Now all I need is to survive annother 175ish turns so it will fill up with people. Since this is my first game played on Painful difficulty, it might get interesting. And as a side note: two tiles with influence bonuses on them. I'm considering putting embassies on them, but not sure if its worth the loss of cash.
Well, that'll definately make for a much faster ship, but there might be unwanted side effects.....
I noticed the same thing last game. Not sure if its actally working or not. Have simmilar questions about the galactic guide book, it doesn't seem to be working as described, either that, or I'm missing something.
What about the planet I just got that started at 26, and hit a +47% planet quality improvement for a total of 38 PQ? And does this consider the extra tiles from soil enrichment, habitat improvement and terraforming (though for those, I assume you can just consider it a higher quality planet)? Although in this case, I might even need to consider the 100 Billion hard cap on planetary population. Anything over 12 farms is wasted (and you don'
It's true at a certain point, when you're bringing in enough research, you could have Harpoons in 4 turns while those shields are going to take 1 - 2 turns anyway due to the research-speed 'cap' Side note: There is no real research speed cap, any extra research from one turn is applied to the next te
Q. If you have some space left in your fast offensive ships, why put any defense on it rather than yet another gun? If there is no real answer to the above question, then this aspect of ship design becomes a "no brainer". Because at some point, more guns won't help you, while defenses will. A co
I think you were just lucky (or unlucky) to miss seeing them. They're there, just not that common. Yesterday I got a "life force draining thingy" event when I went to colonize a class 26 world. +47% planet quality for the evil option made it a class 38 planet. MWahahahaha.....
In GalCiv 1, you'd hit end turn, all your autopilot ships would start moving, and if one of them had left over moves, it would center you there and delay the end of the turn so you could give it more instructions (and the end turn button turned into a "skip" button if you wanted to leave it there). In GalCiv II, it looks like it centers you (at least, it does if you have the option set properly), but then forgets to delay the end of the turn
Last time I had this problem, I noticed that the "rotate -90" left the top of the hardpoint oriented in the same direction, while the +90 flipped the top of the hardpoint. The flip hardpoint option flips the top as well. So if you don't want to mess with mods and you want to keep the top the same, use the -90 modifier. But I've been annoyed with similar problems, so I'm starting to look at the mods to see if there is one that will make it
And while you're at it, can you adjust the viewing option so you can pan or something? I've had ships that were long enough that it was a pain to get to the point where you can see where the area you're wanting to adjust is. I.e. the long spindle shaped Large hull in I think the Altiran type. Add a few things to the front and it can be annoying to get the view centered properly at the end. Hmm.. would it be possible to set the center of y
In my last game with a gigantic map I ended up with over 50 logistics from capturing Hyperion Logistics centers. I was trying for 60 so I could build a fleet of 10 huge ships, but I won before that happened.
..seriously, I turn influence victories off just so I can research the higher tier stuff. Same here, I got tired of influence victories, so I turn off the option. I've only run into a problem with enemy influence once, in the last game I played on a gigantic map. Unfortunately, the Drath managed to get ahold of two influence resources and the
There is a tech (forget the name offhand) that gives you more hull types for small and tiny ships, but all that means is more cosmetic variation, you still have at least one each tiny/small hull before you get the tech. I have no idea why they did it that way, I don't think anything cosmetic should be in the tech tree, you should either have all the hulls to start, or they should all be gated by the tech. (or you should get tiny, and small should be
The answer is different for defense and offense, and whether you're doing the campaign (for that, you're going to lose ships, so they might as well be tiny ones). I found out the hard way that small ships on defense suck. I had 1-2 small/tiny ships around my border colonies with signifigantly better weapons and figured that would be plenty, especially since they had no engines in order to fit in more weapons. But once the enemies did attac
From my understanding, minimization tech doesn't actually affect component size, it just makes your ships have more space. However, different ship sizes do have an affect on component size (i.e. they take up more space on a huge ship than a small one). You might look at this again, and make sure the size change you're seeing isn't because you changed the hull size.
Yes, 64 pages. Typical game manual page size, a bit bigger than my palm and fingers. I'd say its about average as far as manuals go, plenty of info to get your started, but no intricate inner workings of the AI's thought processes. Not the best I've seen, but at the same time, not as bad as some "oh, wait, we need to start writing the manual now that its gone gold" manuals that I've seen.
And for those that have CTD issues and the game is unplayable, you can always try the preliminary build Frogboy posted in a different thread. Probably not worth it just for the social production fix, but if your computer keeps crashing.... https://forums.galciv2.com/?ForumID=164&AID=103280
Hmm, that would explain some oddness I saw when playing yesterday. The graphics overall are amazingly smooth, but sometimes when I was sitting in the shipyard window and looking at various ships I could actually hear the fan in the back of my computer (its thermally controlled and usually noiseless) and I noticed a bit of stuttering as I rotated models. I guess my system handles overtemps a bit more gracefully than the people who keep crashing.</font
Mine changed to "shipped" on Friday, but now I see someone say here that its not a collector's edition, when I went with amazon in the first place because of a posting on this board saying they would have collector's edition. I may be royally pissed on Tuesday when its supposed to get here. Waiting an extra week for nothing just doesn't sit well.
That'll get the helmsman fired. Although aside from the minor issue of killing untold civilians on the planet, it might be rather useful. Just think, no need to worry about range issues. And you get to use the planet and its civilians as a human shield. Much better than the "You wouldn't shoot at a spaceship with glasses, would you?" defense.
If you'll notice the new news post on the front page, its stated that you should email them and they'll send you a tech tree as they get them in.
So to be specific... If I were to go to the purchase link and buy the "download + retail CD" option, I'd end up with a collectors edition box and tech tree printout in a couple weeks when you finally get enough produced to handle demand? The main thing thats keeping me waiting for amazon is the tech tree, if I knew I could get it eventually, I'd cancel and just order it direct from you (since its looking like at least a week more delay at this point, since I don't want to pay a ton fo