Not sure of where you got that idea of how pop growth occurs. It is wrong on most counts. The initial colony base supports 6 Billion people. Each farm adds support for 3 additional Billion (with incrases to this value for the food population techs researched). Population growth each week depends upon your planet's morale (for example pop growth is doubled with 100% morale). Base population growth is some small fraction of your current population, with an upper limit (I don't kn
Tertullian
Better this "Stupid activation bs" as you say than a Starforce-style protection system that wreaks havoc with your computer. Stardock's system is one of the least onerous in the industry. Not to mention the fact that they bend over backwards to try to be helpful to you.
When pursuing an influence victory, you can go about it a couple of ways: 1) the pacifist way is to litter space with influence starbases and try to "flip" planets to your civ. However, as you have noted the AI sees your strategy and doesn't like it so he declares war on you. 2) Be aggressive in going to war with civs that do not share your moral alignment to eradicate them. Be buddies with those with your moral alignment so they don't declare war on you due to your ever increasing influ
Cheese anyone?
When going to war against the big guy a key question is relative military strength in the field of battle. Even if your enemy has overwhelming military based on the graph, if he can't mass his force effectively to take you out you can start chipping away at him. Fight on your terms with superior firepower. This helps minimize your own ship losses and begins to shift the military balance. This may also be an opportunity to form a bastion or enclave area containing military starb
Sounds like Fuels Chief has too much time off watch underway! Maybe I ought to call your CO and tell him to work you harder. My gigantic games also take me around 30 hours of game time, over many sittings (2-3 weeks). Medium games take me 6-12 hours. Usually over 2-4 sittings. Overall I like to take a break once the colony rush is over and consider my strategy for a few days bef
I think using the focus button would be the way to go. Let's say you have 10 tiles to devote to some combination of manufacturing facilities or research facilities. If you split 5 manu and 5 research, and assuming you're at a point where each building gives 5 production/research points you could, with sliders at 100% research or manuf max out at 50 points either towards research or production (excluding the colony tile effect). With slider at 50% production/50% research you are only get
In the spirit of mouse click reduction, I'd like to have the ability to upgrade all ships of the same type in a fleet rather than having to upgrade each one individually. Many a time in a war I've only got funds to upgrade one or two fleets a turn, not the entire class of ships. It's a real pain to upgrade a fleet of 8 Storm-class fighters to Tornado-class fighters one by one (5 clicks/ship x 8 ships = 40 clicks minimum!)
In principle borders must be defensible and defended. It does me no good to claim a border that I do not have the ability to defend--my claim lacks substance. A good example is the old 3-mile territorial waters boundary which came about because in the 17th through 18th centuries land fortifications could only hurl a cannon ball out to 3 miles. Beyond that any territorial claims had not substance or support. I think a borders concept could be included in the next version or expa
1. You need a specific "survey" module to grab anomolies. Your initial flagship has that, but to build other ships with survey modules you need to research Sensors. 2. Factories only support production (social and mil) on their own planet. There are also modifiers to production such as econ starbases that can affect all planets within the radius of influence of the starbase. Some technologies also apply global bonuses (as a percentage) to all of your planets. 3. The +10 economi
nutcase2--possibly a bad install disk? If you've got a high speed internet connection, you can download the game from the web using your registration key. The bonus is that it will be up to date to version 1.4x which is the latest and greatest.
Even in v1.4x the turn button sometimes turns green with movement left on some ships. Though not as often as in prior versions from what I recall. The best bet is to hit the "find" button. If there are ships left with movement points (other than those headed to rally points or other multi-turn destinations), the view will center on that ship.
If your video drivers are over a year old, you need to update them. This is the most frequent cause of this problem. If your computer was top of the range a year ago, it should be able to run the game easily once the video drivers are updated. If that doesn't work, post the debug.err text file (found in the directory where the game program files are located). This may give a clue as to what the problem is and help others help you.
Fungus--having re-read your original posts (which I did prior to my first reply to this post), I can find *nowhere* in your previous posts specifically requesting "that if it was 'not' a bug to please post a reply that states why." Perhaps I missed that line in your previous posts, but I think not. Have you followed up as Kryo suggested? In this thread you have received replys from *two* Stardock employees, both of which appear to have read your previous posts. Also, k
Make sure you upgrade to the latest version (1.4x). It includes a lot of bug fixes and enhancements to the game.
It is more a strategic level game, not a tactical one. Thus while you control the wars, individual battles are determined by a "roll of the dice". No, the game can't be modded to allow you to control the tactical combat. The video accompanying ground and space combat is simply eye candy, but good at that. So you do watch the battles unfold.
I agree with n0v4k4n3. This was a problem with an earlier version of GC2, but is not a problem for v1.4 based on my own gameplay. For the OP, some added info on your bug report would help out--particularly what version/build of the game you are playing. Original bug post, Saturday Dec 16...rant on Tues Dec 19 @10am...seems to be like someone is pretty impatient out there. Only about 8 working hours have elapsed (taking into account Stardock's time zone plus the weekend). And I
Good grammar usage and spelling lends an air of professionalism to a post. A post that has something controversial is more likely to be taken seriously if the poster uses proper English. Having said that, I do think some people go waaaay overboard on chastising people for misspelled words and poor grammar usage. There are many posters for whom English is not their first language, and we ought to laud them for making the effort! Not banish them to purgatory for the offense of a misspelle
Regarding the technology comment, you can already select "slow" and "very slow" tech rates on game setup which increases the cost of all tech advances. This addresses part of the OP issue. The other part regarding longer tech tree for some items (similar in length to the weapons tree), well that is another story. Mod it anyone?
I find Orionsol's critique of the Galaxy map humourous at best. The display is not the galaxy! I personally view the display as the "commander's plot" of the Galaxy. It is quite useful on this plot to show multiple scales in order to provide maximum information to the user. You have the strategic map of the Galaxy with appropriate overlays (influence for example). Then you have a larger scale view (simultaneously!) that shows individual solar systems. I think it is a pretty in
You could also try varying which race you play (each has different strengths), as well as your moral tendancies (good, neutral, evil). Again this gives the game good replayability since things can turn out different with different settings. When I start a new game, I have an idea of how I want to win and what kind of a Galactic leader/dictator I want to be. Then as the game progresses, my strategy changes to meet the challenges I face. In truth, if you've not played TBS games b
To keep from having zillions of ship designs, you could use the "delete" ship design rather than "obsolete" ship design. So... Your "core" cool-looking ship is called "Battleship" that you want to keep forever (I'm following BP's post here). You add your current best weapons and upgrade it to "Mighty Battleship" You research a better weaponry, so you upgrade to "Super Mighty Battleship" from your "Battleship" template. After upgrading any of your "Mig
I sort of had a similar history of gameplay...traditionally the fun-loving neutral Terrans. Then when I went for my racial victory medal I had to play all of the races and tried to stay within the race's starting tendancy (ie, Dregnans I play as evil as I could get). And I loved playing evil, particularly now that I am focusing more on winning through military means. I still try to lean somewhat neutral and still sometimes go neutral if it suits me. But I'm liking evil--I like some of t
The game has tremendous flexibility and replayability. You can try to win by influence, alliance, technology, or military. Each has its advantages and challenges. You can play as a "good", "neutral", or "evil" civilization. Again each has advantages and disadvantages. If you find the game boring and easy, you are probably playing at too easy of a difficulty level. Kick it up a notch or two. At some point the AI's will start to kick you around quite a bit and disrupt your plan a
I would like to model a civ after the Eddorians (of Eddore, of course). ...and 50 credits to the person old enough to recognize the reference.