RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

Well the secret to planet micro is to not build one thing at a time, unless your income is really low and you can't afford all that social production. Then you're not constantly having to assign new things to build. Leave some space on the worlds where you want to build ships quickly, and add factories to empty tiles as you need them. Not every planet is going to have a +700% or +300% manufacturing bonus so make use of what you do have. There is a Counter E

34 Replies 33,579 Views

It depends on the settings. For example, in an Immense galaxy with the stars set to Occasional, Planets set to Common, and Habitable Planets set to Abundant, you'll have no shortage of planets and there's more chance for some of them to generate as a higher class world. But if you change just one of those settings down a notch, it can have a significant impact on how many higher class planets exist. So yes, habitable planets are affected by how many planets are g

1 Replies 4,879 Views

One of the things I found lacking in GC2 was the actual weapon progression. You go from Lasers to Phasors with a fairly lacklustre improvement in firepower and marginal improvements in space efficiency and then suddenly woosh, you have a Death Doom Ray. Just this weekend I spreadsheeted most of the weapons to look again at how much damage you get per bc and unit of space. It's not always worth it to upgrade a ship to

30 Replies 65,133 Views

Being able to filter the list of colonies instead of just sorting it would be really helpful. Maybe I want to see just colonies that are specialised in research, or the ones which haven't been specialised yet, or the ones which are in danger of flipping to another civ.

45 Replies 168,360 Views

Well, speaking from experience, the one thing that seems to liven up GC2 and make things interesting is loading in a mod. So if you think you'll get bored with GC3, there's always a chance that someone will make mods for it. :)

12 Replies 24,157 Views

I've turned the power plants into a set of trade goods which modestly improve military and social production. The upside is that you no longer have to waste a tile on each planet on a building which may later be destroyed. The downside is, since they are trade goods, anyone who captures the planet can control them. There are still races which have tile-based production magnifiers, I'm leaving those for now.

507 Replies 1,009,540 Views

Today I did a major bit of tweaking of the beam weapons. Their output is going to be higher, for example 18 for Phasors VII and 14 for Disruptors IV. They will cost a bit more, obviously, but there's going to be more improvement in the cost/space and damage/cost ratios as you move through the tech tree. This means less instances where you research a new weapon tech and can't seem to fit any more firepower. I'm also going to look at missile and mass driver

507 Replies 1,009,540 Views

I think that if you want to come up with a checklist of problems that you don't want making it into GC3 that's fine, but given that the staff do read the forums they're probably already aware of GC2's shortcomings. The thing about being a founder is that you're going to be able to give your input from the first alpha that is made available. So if you check it out and some things from GC2 are no longer an issue, then you can strike them from the list and keep

3 Replies 5,512 Views

I think that I have a solution for the Thalan problem. Basically, what I have done up until now is limit how many money-sucking improvements the Thalans can build. Now, while that's nice and all, it presents a few problems, notably that it can become impossible to rebuild a particular improvement if an upgraded version of the original is destroyed. So instead what I will do is relax those restrictions, and give the Thalan manufacturing and technology matrices a lower

507 Replies 1,009,540 Views

There's plenty of time to preorder, so you can be patient and wait for the pretty screenshots and the tidbits that will be coming your way. It's better to make an informed decision where your money is concerned.

28 Replies 111,414 Views

Finally, using a tech tree & AI personality fix mod is highly recommended. Check out the Modding section of the forums for more details on each one. Basically the iidea of them is to fix bugs which affect AI player development, particularly the development of a military, and set the AI to a personality which develops its worlds effectively and is competitive in the colony rush. They may also change balance so that the AI presents more of a challenge.

34 Replies 33,579 Views

10. Tough difficulty is where it starts to get interesting, in my opinion. 11. Focusing on one type of building is good, but not always practical considering the tiles you have to work with. There are buildings which grant % bonuses to research or manufacturing, which is very efficient. You see, each building produces a base amount of research or manufacturing, each unit of which costs 1bc to fund. However, there is also bonus research or manufacturing from your abil

34 Replies 33,579 Views

1. Xeno Research does unlock a more efficient lab. However, the Xeno Communications path does lead to Trade, which allows you to build an Economic Capital. Research requires funding, so the sooner you have improved economic structures to build, the sooner you can afford to build some more research buildings. 2. If races aren't developing warships, there are two possible explanations. One is that their research has ground to a halt because they don't have enou

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For reference: http://steamcommunity.com/app/202200/discussions/0/792924952329903931/ http://steamcommunity.com/app/202200/discussions/0/792924412041909224/ There seem to be some issues with activating GalCiv II Ultimate Edition and in fact some customers are basically giving up. Which is a shame

5 Replies 23,543 Views