Then I guess the next question would be: What does the Influence Starbase use as its "base" to multiply? Is it the influence value of the sector of space that the base itself currently occupies? Or, does your empire's influence value in each individual parsec within the Starbase's area of effect get multiplied by the appropriate factor (depending on how many modules you've loaded on to the Starbase)?
Mooncusser
On the economy - don't try to rationalize it with the real world, or make up some story that the people move from one job to the other when you change the sliders. None of these explanations will ultimately make perfect sense. You just have to realize that the economy is run this way for flexibility purposes. If you didn't have the available industrial or research capacity, then you couldn't shift your economy on a dime when an enemy decla
Yeah - Siege sucks. It's the fourth mission overall, I think, and it comes after three relatively easy missions where you basically keep whipping the Drengins all over the map. All of a sudden, DLs start jumping all over you with their 33 rated missile battleships and you can't do much but put your junk fighters up as sacrifice. (You can win with a good focus on core strategy right from the start, but the first time you play you
I'm still thinking about this one, but leaving play styles aside, holding ship hulls constant, adjusting for initiative and assuming "correct" defenses applied, I think the only case in which an "n" attack / 0 defense ship beats or equals an "n/2" attack / "n/2" defense ship is in the 1 on 1 scenario. I think, on initial thought, that the defensive ships will always outperform the pure attack ships in any other situation (e.g. 3 ships vs.
Double post - sorry, except that it has given me a chance to respond that now I see that only the attack rating is affected by the event.
But both events affect atttack and defense ratings the same - correct? (Glad this topic came up, btw - I obviously thought it was just an HP bonus. Extra attack and defense is a bit more interesting.) I know what Brillig means by the samll bonus not being noticed, though. I once had a "sentient worm" event that gave -3% PQ to me if I chose the "good" choice. (and something like a +15% PQ for the "evil" choice.) It was a PQ 4 p
I know what you mean by the "Ship in Orbit" event. It's a morale choice that occurs on colonization where an advanced shp is in orbit with a small crew. You an either take the ship and learn its advances, or let it go and get nothing. I am not certain, but I think the ship bonus refers to hit points of future ships built on that planet, and that's all - no weapons or defense bonus, and no military production bonuses.
He113ent: Miniaturization benefits are hard to detect initially. Pay attention to your hull capacity pre-miniaturization upgrade, and your hull capacity post-researching the miniaturization tech. There should be a difference in your available hull space. The miniaturization benefit appears as a % gain in hull space. For example: If you have a cargo ship with 50 hull space, then research Basic Miniaturization for a +10 Miniaturization be
Just to be sure - please confirm that the planet you tried to invade did not have a shield icon on it at the time. If you sent a troop transport to an undefended planet and it refused to invade, I can only think of two potential reasons: 1) There were enemy ships in orbit around the planet (indicated by a shield icon on the planet), or 2) There were no troops on the troop transport (I'm not sure if you can even launch
I'll have to check, but I believe - as has historically been the case with the Gal Civ economic model - if you don't use it, then you lose it. In other words, Gal Civ unions are tough and landlords are unforgiving. If funds are allocated to social output, but nothing is being built - too bad. You still have to make the payments for the production resouces. I think the parenths just tell you what you are losing, and don't indicate any savings or non-use.
I've never tested specifically for this, but at lower levels I have "stolen" very high quality planets out from under the AI's nose. Short of the AI making a "purposeful mistake", there is no way to reconcile this with the supposition that the AI is cheating. Why would the AI use its initial colony ship to colonize a class 4 planet in its own system when a class 17 is just 1 sector away? Actually, I noticed this in the one game I
One problem I'm still having is knowing just how many farms to build. To be honest I've never gotten past mid-game, so I haven't figured out what the PQ-defined pop cap is. In other words, based on Astax's post above and assuming no farm bonus tiles, you don't need to even think about farms on PQ6 worlds and below, and you don't need mor
Also, trading helps. Even if you are a warmongerer, you generally aren't at war with everyone at the same time. (If you are, then you are either foolhardy and are about to be squashed like a bug, or you are playing at too easy a level.) The trade income, particularly from a long-distance, long-established route, can be very substantial. (That's why the AI will go after you if you go to war with a substantial trading partner of theirs. Th
Sorry, double post
What is surprising about the 4th mission is that it is so hard relative to the previous missions. Mission 1 was moderately difficult, 2 was almost a cakewalk (I think I claimed all but 1 resource...) and 3 was a similar cakewalk, only made tougher bythe fact that I had to compete with the Altarians to get colonies and resources. (I parked a Military Starbase right outside the Drengin world and beat up everything that emerged until my slow transports
I checked in a game - the Initial Colony provides 12 output, so that doesn't make sense either. For that matter, I tried to add up my production on the colony in my game to see if it made sense. I set the sliders to 100% Output, all in Social. My manufacturing output max was 30 (Initial Colony (12); Basic Factory (8) and Factory (10)), but my total production was 0 (Military); 39 (Social); 0 (Research). Military and Research were 0 as they should have been, but the Social
Jeda: Trying to think of what would be causing this. I know the standard response is to start screaming "Bug!" - but in my experience computers usually run well, it's the humans running them that tend to make mistakes... The Population and Approval rating shouldn't matter for output. They are more involved with tax income and population growth. The Civ capital definitely gives you 24 in manufacturing, and I am assumin
No, you're right. You aren't really "fooling" the game. There is a real cost to building another factory or lab that will make you think twice. Still, the idea that I have to build another plant or lab to increase production when half of my lab/industry capacity is still unutlilized just smacks me as wierd. Once your planet's buildable tiles are all full, then the shifting resources idea works fine with me - "Our fearless leader has said we shall all go to the mines today instead o
First, I will tell you that I am generally fine with the economic system in GCII. It's definitely not perfect, and if they choose to revise it, I will be thrilled, but it doesn't kill the game for me. I am also OK with the global budget allocation. My more micro management side sometimes wishes for more planet-level control, but - AI programming issues aside - I understand how this could make micro management extremely tedious in large games. I actually think that the planet-level
This thought has occured to me before, and I haven't seen anyone else right about it, so I thought I'd see if anyone else was of the same opinion, and then find out from Stardock how hard it would be to add this feature: A mini-map position locator on the planet-screen. Maybe I'm lazy, or maybe I'm just not attentive enough to be playing GCII, but I am invariably looking at a planet screen, either trying to decide what to buil
Mr. 1701: The crux of your issue is that farms are not morale boosting structures - if fact they are, in a sense, morale distructive structures. This is counter to most civ/city building style games where your population grows independently, and to keep it happy you have to provide it with food and other goods/entertainment. In GalCiv II, your population will only grow up to the limit that the food supply will allow. The population is, by definition, happy with
While I agree with most of what is said on this board, and Iove GC, GCII, Stardock's support culture, and the lack of copy protection - there are a couple of points to copy protection that haven't really been referred to in this thread. 1) Stardock regularly updates and supports their games. Don't get me wrong - I love this and its one of the reasons why I don't mind buying a Stardock game even if a review says it has some things to smooth
Vernholio: Is this true for Influence buildings? I thought they were local, too. If not, this may well change how I build. I have often built Embassies on border worlds for the cultural defense factor, and ignored Embassies on core worlds because I was under no threat of influence domination there. If I now learn that Influence is "collected locally, but distributed globally", then I will change my build habits... Also - to reference the non-resourc
I don't mind "excess" tech research being "rolled-over" to the next applicable tech down the tree - in fact it maks a lot of sense to me. If I'm researching Laser II and easily finish my research in a given week, I would expect that I would use the rest of the time that week scrubbing my notes and examining details during my research that would allow me some insight to the next advance (Laser III). Where I would really like to see more detail is in the "beaker cost". I don't mind th
I don't remmeber what the original influence of the star was, but I don't think it was 100. I can't remember specifically, but I don't think my influence was that strong pre-planet loss. How soon do you guys start to to beef up your military, and what do you beef it up with? My toughest problem now is that the AI always perceives me as weak militarily and starts thrashing me. If I can make it to the point where I have Battle Axes, I'm fine, but the AI usually starts making "pay me 1,