I've put together all BHE ships with nothing else on huge hulls that were about 65K to purchase (captured Hyperion Shrinkers from various AIs). I don't remember the BC to build cost though. All BHE, was that to raise your military score? Does high defense raise your military score? The 5 HyperWarpIII drives on my dreadnoughts made the few ones used for war much more useful but once I was building them only to boost my score I probably should have switched to
Mascrinthus
In addition to the new ship built pop-up not appearing anymore after you have several hundred ships, the ship list truncates at ~700 ships. I was using fast (46 speed) troop transports to move population from maxed out planets to others but would sometimes lose track of them when they would enter orbit. All my 474(out of 475) planets had starports near full with dreadnoughts, due to 100% military spending. Is this still a bug in 1.6b2? As for the all factory or all lab strategies, I cou
I hadn't heard that one before! I'll have to try it next time I play and see if it works for the current rev of DA. If it even only works some of the time it would help. It always worked for me in that game and I think this is one of those old bugs that has not changed from the initial DL release. When I reached this point the game was long over (just building for higher score) but I needed to move them from starports that were full to others that had room. I
Purge: I would add having a million BC credit a week income, but you receive an income penalty if you have over 20K in cash reserves. Coupled with, of course, shutting down all you industry if your Million BC economy has more than 500BC of debt. Dog of Justice: Also strange, but in practice you'll never have more than 500 BC of debt in this situation. Very low priority False. When your need to spend your cash surplus each turn to avoid this
1.6b2 will seem like a pig compared to 1.6b4 which is still in development. What about 1.6b3? If you put in the time and effort to make the game run smoothly, you can pack in a lot more features without running into those performance problems, and that is certainly something that will show well in marketing, reviews, and word of mouth. False. Optimizing the code means less dev time for adding those features. The g
On difficulty level Challenging the AI intelligence is set to Bright so not all AI algorithms are in play. On difficulty level Tough the AI intelligence is set to Intelligent so all AI algorithms are in play and the AI receives no penalties or bonuses. GalCiv II Wiki - Difficulty/Intelligence Level As Kryo said a bug might be setting the AI intelligence lower. This is fixed in <a href="https://forums.galciv2.com/?foru
I understand the first list but not the next 5 (e.g., Solar [CIV])?
I have been using the ships supplied and get fried every time! I have read far too many posts like this one! Stardock should have created better core ships but I also don't see why so many players don't know they can build custom ships! I think my AI cheats. How come he has such powerful weapons and ships when I'm still developing the basic frying pan?? Try setting spending to 100%! <img src="http://images.stardoc
Since the GalCiv II sliders don't let you fully fund both your factories and labs at the same time but does let you divert factory output to research and vise versa two advanced strategies have emerged! In this AAR , Wyndstar explains the strategies of just building factories or just building labs. Am I the only one that thinks that researching with factories or building with labs is crazy!? I don't mean it is a bad strategy; in fact it is a good way to boost y
One more of these, trying to optimize the tactic. This one finished on June 1 2226, but had a lower score for some reason. Ending the game earlier in the year your population (hence economy) would be lower plus your social development and research.
And story wise, I mean [the Iconians] DID create the Yor. Incorrect. The Yor where made by the Arnor to replace the Iconians but when the Dread Lords made them sentient the Yor nearly exterminated the Iconians! "...as the Iconians advanced, an increasing number of the Arnor objected to the servitude of the Iconians. Of course, like many moral debates, there was a practical side: the Arnor had grown quite dependent on the service of the Iconians. But the A
How about a dialog to warn you if a purchase will cause you to drop below -500BC! Late in my last game when I needed to spend those >150,000BC surpluses each turn it was really easy to mistakenly exceed this limit! Debt Limit Should Be Relative to GDP
v 1.2? When I started this game way back in late 2006 (yes I don't get much time to play!) DL 1.4 was out but I stayed with DL 1.2 for this game because I wanted to see the difference between Masochistic (my previous 1.2 game) and Suicidal, without the changes to morale and economy in DL 1.2->1.4. Going from a gigantic map with 283 planets to one with 475 planets, probably made a bigger difference in that the colony rush was much longer (with me controlling 1
As it stands, I can beat the game at Tough fairly easily now, but any Painful game is, well, painful. It appears I have a low pain threshold. How can that be when the difference between Tough and Painful is so small?! Switching from Crippling to Masochistic is too large of a change! Currently we have: Intelligent - The AI's economy is run at 100 % of normal; AI expertly picks abilities and all known human tactics are searched and countered
Excellent work Iztok Bitenc! I spotted typos and grammar errors which I corrected. e.g., Changed Obscene to Godlike and Goodlike to Ultimate Anyone else notice this bug? Influence/Morale Bonus Wrong on Planet Summary Screen for Bonus Tiles
In my game-playing experience, the bump from Masochistic to Obscene is noticeable, but from Obscene to Suicidal it is not. It's even less noticeable if you turn tech trading off. At Maso, I seem to have much more luck having planets flip to me, but at Obscene they seem to flip more to each other than anything. It sounds like a Influence bonus comes into play when you hit Obscene/Godlike. In my DL 1.2 suicide game I had no trouble growing my population far fas
Yes I had read that AAR (and many others a while back) but I thought it was played before the devs nerfed tech trading. Did GalCiv 1 allow all factory and all labs strategies to work? I maintain there should be 1 slider for factory output, 1 for the split between military/social, and 1 for research output. Then on planets there should be focus buttons to concentrate factory output on military or social but not research. You should not be able to research with factories or build with
I'm playing DA 1.6B2. I colonized a PQ4, so if my population grows past 2.5B after I start terraforming it then I'll know it is fixed.
My last suicide game was DL 1.2 on a gigantic everything abundant map with 475 planets. The colony rush lasted 18 months with me grabbing 11% and the 9 AI sharing 89%. More importantly I grabbed at least a third of the galactic resources! I was able to fund the expansion with my taxes low (for 100% morale) and keep pace with the AI research wise by aggressive tech trading and grabbing anomalies with my fast survey ships. Shortly after the colony rush I took out the weakest nearby AI. The AI neve
However, I made one slight alteration which basically fixed my problem. Rather than trying to trade for tech, I went to building only researching buildings, and selling all of my tech for money, and then used the money to run my empire and production. Basically, switched the strategy of point 2. I thought with the changes to tech trading that the AI is not offering much for trades, or is it just demanding too much for its tech? How are you out researching
Another great AAR! You should link to it on the main page; many people never check the Dev Journals. A great write up. Can't wait to see 1.6b2 (and final of course). I'll check SDC after I finish this post. When I checked SDC last weekend 1.6b2 was not available but you can download it from here:
Correction: Torian Confederation is still aligned with good so for my first DA game I should have chosen good (Altarian Resistance and Torian Confederation), neutral (Krynn and Thalan Empire), and evil (Drengin and Korath) as my 6 AI opponents.
Based on feedback from Brad in this thread the GalCiv II Wiki - Difficulty Level page was updated to reflect that on Painful/Gifted the AI gets a 5% bonus. However, Brad never said which factors receive the bonus; the Wiki says economic but at Masochistic/Incredible and above it seems like the AI is also receiving a bonus to military/social/research production and possibly influence. I've played both at
NEW: The popup for adding money to negotiations on the trade screen will now open with the value needed to make the AI accept the offer (or the total amount in your treasury if they won't accept it). Looks like someone read my post, Getting Best Trade Deal = Micro-Management Pain !
+400% is the same thing because it is 4 times 100%... When your morale is 100% your population growth is doubled which is 100% bonus not 200%. 4x population growth is a 300% bonus (i.e., 100% base + 300% bonus)