gallagher118

gallagher118

Joined Member # 2154304
0 Posts 9 Replies 7,100 Reputation

Rather see 2-3 new modules that added hit points. Starbase defenses are fairly weak mid to late game, and adding some more hit points would be nice.

3 Replies 4,455 Views

Send the constructors to the starbases. When they get there, a menu will pop up showing you what modules can be installed.

5 Replies 6,953 Views

Moosetek13, i completely agree with you. I'm beginning to think there's a bug that confuses the AI that for some reason with my play style usually happens. Planetary management is just so hit and miss with the AI. Sometimes is does a real good job, other times you see where they're still trying to build a industrial center at the end of the game. I'm beginning to think it's because i set anomolies to un-common, which i do because the player can hog them. However i think it causes

87 Replies 87,317 Views

Not researching farms is bull. You just need to make sure that you have the correct morale boosts in place. Generally i agree it's good to keep your entertainment level a level higher than the farms, but you generally will want to get advanced farms at some point to keep your population rising. If you don't get good morale resources i can understand stopping at 2 intense farms on large planets. At that level, they're generally easy to keep happy, and taxes can stay high. Once yo

24 Replies 14,925 Views

i beleive going past the one that gives shrinkers can be bad. I agree with DreadArchon, that for constructors they do still generally help.

32 Replies 35,328 Views

If you can find a class 13-26 or above planet.Then put one entertainment building to boost morale,one starport and fill all but one tile with trade centres and upgrade them to stock markets,Leave one tile for economic capitol..i did this and i got a class 26 planet generating 668 credits per turn. If you dont have a high class planet i.e 13-26 class or above near yo

24 Replies 14,925 Views

It seems like a lot of this game was play tested heavily on smaller galaxies. For example starbase defenses and trade work to an extent on smaller maps. However trade doens't scale up well, you only get longer routes. The starbase defenses also get obsolete very quickly. I agree that a starbase would probably be hard to defend. I think the solution is probably making the defenses a little stronger overall, and needing about 1/2 as many constructors to get there. This change would

49 Replies 31,314 Views

Yes that would be an excellent thing to fix, especially since it would help the AI which loves minaturization to a fault right now. (i don't research past one that gives shrinker, and am mad when i steal the rest off the AI...)

32 Replies 35,328 Views

You're right about the penalty. That seems like a hold-over from GC1, and i don't think it fits the spirit of this game. It's very obvious if you're hovering around 20k, you see a step function back and forth in you economy chart. I wonder if you're economy score in the end would be ~25% better if you had less than 20k ? Also what is the impact of advanced governments on morale, is there a penalty like it says or is just harder to win the elections ?

16 Replies 11,978 Views

Does anyone know whether the senosr range upgrades for starbases work correctly, if you don't have eyes of the universe? I'm asking because in my game (with eotu) SB go totaly blind wih any sensor upgrades. LOL. A big +1 in sensor span for a whole constructor. Don't waste your time, just park a ship there.

9 Replies 7,031 Views

You've got some points, but come on. There are a million ways to play the game, enjoy it for what it's worth. For me, i think they should have made it a $50 game, and spent more money all around and more specifically on polishing the game. The AI is very good, but it still does things that just blow my mind. Best examples would be planetary managemnent, or not attacking my stack of 10 transports i accidently moved too close to one of his planets. As long as they keep impr

87 Replies 87,317 Views

I always vote for imperial change. If i can win it, i then leave the UP. It's funny cause most of the time the AIs are like chuckling that they're hosing you since you're the only one enjoying a star democracy, and then bang, they're locked out for another year or two and you're enjoying the econ bonuses.

14 Replies 14,513 Views

Agree mostly with Kosty. However you can get Battleships rolling once you get enough of the military resources locked down. Because you get such huge bonuses, you really don't need to carry too too much weapons and defense. This allows you to build faster and cheaper battleships that still completely dominate the enemy. Again agree that on huge and up you really do need speeds of around 30 to make the game move along. There just seems to be something wrong with moving 3-4x your se

9 Replies 4,665 Views

The game does get a bit goofy when you get speeds like that. There's practically no way for the suprise attack to be defended against. You can literally swoop in and wipe someone out in a single turn getting all the matchups that you want. I'm not sure what could be done. Perhaps a diminishing returns policy should go into ships. IE the first engine works full, the second at 80%, etc. The main problem with that is you can end up forcing all ships to be basically the s

9 Replies 4,665 Views

Map size is key, as is planet/star abundance. I agree with most of the posters above. For me i play abundant everything except anomolies, so scouting is not needed. For me : 1) Get pop growth bonuses and production bonuses. 2) get impulse drive fast, and only generally buy 1-2 colony ships outright 3) get sensors fast and get 2-3 more survey ships going 4) get 1-2 other production worlds set up. (quick build a factory or two) 5) get colony ships rolling of

6 Replies 7,776 Views

dinantes, seriously try playing with more stock exchanges... They give tons of money, influence, and morale. Your usefull pop limit is ~25B, so there's no reason to lower taxes below 75% because you can keep them happy at that level with 4-5 vr centers and all the rest stock exchanges. Once you try this, you'll see that trade is not viable. Especailly because building and sending out the freighters takes so long. Also building all those starbases takes money, and uses a lot of you

49 Replies 31,314 Views

That game it was military, only got 12k. I was also playing loose clusters. It's almost like a job playing out a game like that at gigantic. I think the hard part is knowing how long to play the game. That game I just attacked the last 4 civs one after the other, and each of them surrendered quickly. So I didn't really allow the populations to all get to 15 or 25B, or sit and build ships. The game was getting tiresome. I'm probably going to either play gigantic/tight, or try h

427 Replies 669,592 Views

If you really believe trade is good for income, then I don't think you know how to build a decent economy. On a smaller map, trade can be ok for money. On my last gigantic map, regular tax income got to be around 30k surplus at mid-game, and got to around 90k at the end. The most i've ever made with trade is around 2k, so do you really think it's worth the effort ? Not to mention that the AIs focus so much on it. They build loads of freighters. The game would be much better if t

49 Replies 31,314 Views

Are you sure there's a penalty ? I remember in GC1 there was, but never read about it in 2. I've also have a lot of games with a monster economy. It could have been so big, i didn't notice the penalty though...

16 Replies 11,978 Views