RemingtonRyder

RemingtonRyder

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

Two pieces of advice: Find economic resources and build starbases on them, and add as many of the extraction modules as you can. This makes it easier to get tax income from your citizens regardless of the current ta rate. Don't run what you can't afford. Labs and factories each usually incur a maintenance fee, and then on top of that you have to actually pay for whatever research or production you're doing. Since the initial colony does have some industry and research from t

24 Replies 72,277 Views

The 300% population tile can be useful as a tile-saver. So for example if you [I]want[/I] to take a world up to a max population of 20B from 8B, just put an Enhanced Xeno Farm there and turn off auto-upgrades. Without the bonus tile you'd need two Intensive Farming improvements. Since I routinely turn off upgrades at colonisation, I find the tiles to be handy at times. Not as handy as a Precursor Library right enough, but they free up tiles for something else.

15 Replies 12,649 Views

Well, nuts. I had a carefully written post on this topic but it vanished so to nutshell it, GalCiv II has gameplay and support and moddability. If you want the planetary invasion screen to change you're going to have to go to your creative space and come up with something that looks and fits better. Whether you simply want a round of Space Invaders to play in the bottom screen during your invasion, or something else, you're going to have to demonstrate that it's worth exploring altern

27 Replies 15,129 Views

What I'm getting at is that when I'm fighting a war (at the moment I'm [I]not[/I] at war - I've got two opponents on the map that are allied, the gits) I don't want to slow it down by manually launching transports. When I have a plan I just want to execute it and not worry about the details until the transport gets to its destination. Having learned what I've learned, if I click the notification for a transport completion and I see that a planet is below a certain population figure the

13 Replies 8,705 Views

I've been keen to emphasise population growth however I can, but higher-capacity transports can remove population far faster. As near as I can tell, transports automatically launch fully-loaded as long as they're not causing the population to drop below 75%-80% of maximum. I don't know what the exact figure is but it's roughly that much. What this means therefore is that for planets with a smaller population, I need to build transports with less capacity or simply leave the transport-

13 Replies 8,705 Views

Well every time a fleet attacks a planet with defenders that don't fleet together, it loses one movement point. The defenders therefore act like speed bumps, no matter how rubbish they are. The orbital fleet manager is a two-edged sword because although defenders will fleet up to repel the attacking fleet, they might not even survive the first fleet to attack. Also, for it to even be useful the enemy has to attack [I]that[/I] planet. Even assuming that the enemy does attack t

11 Replies 10,319 Views

It refers to the minimum number of defenders that have to be in orbit before an autolaunch will occur. Auto launching means that when your ships are built they leave orbit and can be given orders right away, so this setting allows you to create planetary defences should you need them.

14 Replies 8,884 Views

What I mean by more rally point automation is: The ability for rally points to tell shipyards to produce particular types and fleet them in certain proportions. It'll add up the time that a ship will be in production and the time it'll take to reach the rally point and join the fleet, and use this information to build the fleet you've specified in as short a time as possible. There are two options that immediately come to mind here (escorted transport fleets and space

0 Replies 1,497 Views

So I've been trying to reduce micro-management by having transports go to a certain rally point after they're built; however, when they do this they don't launch with a full load of troops. This behaviour appears to be dependent on the planet's population. I can see why it would be a good idea not to take a full load every time a transport is built. Eventually I'd run out of population no matter what my race's growth rate is. However since I know this can happen, I will

13 Replies 8,705 Views

I think that in the long run, our power needs will be met increasingly from renewable energy, and by using power more efficiently. There's no doubt that there will be an impact on our lifestyles, but with a bit of forethought there's no need for civilization to grind to a halt. In the long long run, I wouldn't be surprised if we manage to create new power sources which far outstrip demand and don't require too much real estate.

58 Replies 173,848 Views

When you check the tech tree and see one of your ship designs listed there with the (1 Other Techs Required) it should also have a list of the techs you need. If you already have those, you can start building the ship [I]right now[/I] at any of your starports. It's possible to re-use designs between games rather than re-designing what are essentially the same ships all over again. For this reason you get the above reminder of what technologies are required for a particular design, bec

5 Replies 4,167 Views

There [I]are[/I] still templates for all the hull sizes, which can in some cases be a little bit better than starting from scratch. Just hit the templates tab in the ship designer and any template designs that you have unlocked by researching new hulls will be shown. Still have to add components and supply a new name for it though.

5 Replies 4,167 Views

The rally point minimap can be zoomed with the mousewheel and panned by holding down the middle button (which depending on your mouse, may double as the mousewheel). As nice as this is, it doesn't exactly make life easier because on that minimap there isn't any obvious indication of your point of origin (the ship fleet of planet you have selected) or the rally point which you've selected from the list. At the very least it might be useful to have a way of focusing on origin or desti

0 Replies 1,958 Views

If you have a big cut of the tourism income it's quite possible to have more money than you can reasonably spend after a tourism-boosting mega event. It isn't quite unbalancing per se, as the computer opponents can certainly try and increase their share of that lucrative market, but it does mean that you can afford to have the biggest and baddest fleet out there and have a boatload of research into making it badder. Cue massive race-destroying invasion. ;)

25 Replies 84,529 Views

There seems to be a slight problem with this update, when I go into the ship designer I see components that are normally associated with the minor race tech tree, no matter what default race I play as. Now, if I don't have the tech for a particular component then the ship will not show up in the list of things to build (so not really exploitable) but it does make things confusing.

54 Replies 153,959 Views

I think what you need to do (I haven't yet had a look at Impulse so the procedure may be different) is archive your updated GalCiv II and/or expansion packs. In Stardock Central these archives would land in the Backups folder in [I]Program Files/Stardock Central/[/I] and so you could copy them from there onto a portable media, which you could take to your actual playing computer and using Restore Archive (from the File menu). As I say, I haven't seen how Impulse works but if the functi

63 Replies 222,306 Views

It's possible to have a strong defence and still lose ships, or at the very least take enough damage that your lead ship needs to head home for repairs. What you have to consider is just how bad the rate of attrition is for you and your enemy - if you lose a ship every now and then while he's losing entire fleets, you just have to send out a replacement ship to the front lines every now and then.

8 Replies 6,486 Views

If your medium ship with very little weaponry but lots of defence is being favoured as a target it could be because it has a fleet support module. As a 'command ship' it gets punted to the top of the targeting list. One problem with this tactic is that eventually the AI will come up with ships that dish out so much damage that your defence will be overwhelmed. Also, although surviving many battles will gain your fleet some experience and hitpoints, the one that gets targeted first is

8 Replies 6,486 Views

Running TotA with the 1.92 alpha. For some reason, any time I have a Torian frigate or battleship on screen the framerate drops to about half. When I shift the screen so it isn't visible, go to tactical zoom, or get an intelligence report on any ship that isn't a Torian frigate, the framerate goes back to normal. The ships themselves don't look particularly wrong, they just slow the screen down a lot.

0 Replies 1,279 Views

[quote]Hopefully one day GalCiv2 can be a full replacement to MoO2 fans.[/quote] MoO2 is a classic and I can say I spent a lot of time and had a lot of fun playing it, but whether GC2 has all the same features or not it's certainly the game I want to play now. It's also more readily moddable if I decide I need a mod or a scenario to spice things up.

251 Replies 746,373 Views