Turn 1 1) Tax up till I have 70% approval 2) 100% Research spending 4) Buy upgraded colony ship 5) Set survey ship on auto survey 6) depending on where the closest planet is (besides the crappy one in your system).. if it's close, set the starting colony ship toward that direction. If it's far, move the starting colony ship to the crappy planet. 7) build xeno labs for both. 8) aim for diplomacy tech to get an upper hand if other civilization is near
powenyao
korx get the ion drive when they start.. even though human were the one that made hyperdrive possible.. would have been nice if human had the speed advantage to make up for the lack of stellar cartography.. oh well
one farm, one entertainment network. one farm on a 100% bonus tile, two entertainment network. Unless the planet has low PQ (which would have a pop cap), bonus tile is'nt all that bad, especially if you are making it your main income source. Less farm means more room for economic structures.
yes, that's the point i'm trying to get at. You get to focus your research on other things. Considering that you can't build the basic version (basic factory for example) after you get the more advanced one, it really helps getting the tiles ready early on so you can make full use of it. Planning out the colony with the basic version first then upgrading them is a lot better than building the advanced version..
Okay, I promise this time, this one is short. Repair Modules for the ship. Maybe just a rudiamentary one for the basic miniaturization technology. Maybe 5% repair rate. If you guys have time, perhaps a series of repair modules along with a repair branch.
2. This may or may not exist already, but JUMP GATES! For Starcraft fans, think of this as a Zergling Nydus Canal. Put the build-time high so there's no major exploit (I'm pumping out Constructors every 3 turns currently and I'm totally owning the galaxy with starbases). Actually, story-wise, the HyperDrive human developed is a miniature versio
Soil Enhancement, Habitat Improvement, Terraform Aphrodisiac, Orbital Terraformer those are the planetary improvements gained from the terraforming branch. A civilization with neutral alignment would not have any use for them. Since population bonus cap is still there, Aphrodisiac is also useless. Instead of going after that branch, it might be better to just pursue xeno ethics earlier. I'm happy I guess.. since I play neutral quite a lot. Still
on game rankings, it treated yahoo's 4 star as 80% Now the avg rating has gone below 90%
Ships actually orbiting planet. Again, I don't know how long it would take to code, but the rudimentary form shouldn't be too hard. There are already moons that orbit planets. With similar coding, the game can take into account the ships that's "in orbit" and put a mini-version orbiting around the planet. (have to get it so the game doesn't render the miniature version to full detail) With some more coding, the ships can then orbit in different path from the moon
oh yeah.. if we want to talk about realism and how it's unlikely for young people to be leaders.. I would think galciv has too many humanoid aliens. But yeah, the point is not about hot young girls.. but female leaders. That's not uncommon.
3. Just how many ships do I need to be considered a threat so I can extort money from the minor races? I've had 4 medium size ships and 4 transports sitting just outside a Minors planet after having eliminated thier entire fleet, and still they only see me as a "potential" threat. ... just take over the Minor races instead? Faster that way. Enlighten
Courage "Bravery is not only respected by alien races, but can also give your Soldiers the advantage when fighting a close land battle." -Brave (+25%) "The cornerstone of a prosperous empire is a hapy society. Keep smiles on the general public with an increased Morale ability." -Naturally Content (+10%) -Naturally Happy (+15%) -Naturally Joyous (+20%) brave is a category under courage. If you read the description, courage/bravery (same category) he
imagine the pain of drawing the tech tree....
Focus on the mission objective which is NOT to exterminate the Dread Lords. Getting the military resource would help.
Ok. I wanna know: is ''Influence'' the same thing than Cultural power? Does a high influence (with Embassies or influence starbase) make other world swing into your camp? Does the influence starbase boost your influence in only planets within its range, or if I boost the influence of my core worlds, there will be a chain reaction (like there was in GalCiv1?) helping to exp
Sticky please! And this should be linked to from the site. I know wikis are scary since they are outside of corporate control, and no company wants to appear to officially sponsor the content, this resource is critical for the community, perhaps even more critical than the limited communication that even the best companies can provide. Well, f
*BUMP* This would solve a lot of problems if people look at it and contribute.. perhaps it should be stickied? is it okay if we take information directly out of the game to add to the wiki? Say description for the races and such
Economy bonus increases the % you get from the planet revenue (aka tax.) So if the planet has small amount of population or the tax rate is low, i'd assume that you wont' get much out of the planet.
No, labs and factories do not need population/food to operate farms exist to raise population cap. Populace can provide money through tax, influence, and soldiers. Note that some buildings are based on percentages and thus you would want to focus the % together to get a big bonus.
you have to have the appropriate technology researched. Xeno Industrial Theory for manufacturing capital. Advanced Computering for technological capital. Trade for economical capital.
according to other posts, it's a feature.
I wonder why there isn't a planetary tile bonus for economy bonus.. broken? Anyway, back to the suggestion that was inspired by EIGHTATE8. First suggestion (kinda long, but the idea is fairly simple. Shouldn't be that hard to implement for the Devs, might take a while to balance depending on the approach.) In short: Special Resource that grants POINT bonus not PERCENTAGE bonus. Instead of the tile giving a special resource that boost the effect of the
1) Tactical combat. I know you've heard this one already. Not terribly important as I found myself skipping it after awhile in MOOII but I remember some great moments where a unique design and tactic made all the difference, which brings me to number 2 2) Unique ship loadouts. Where are the unique weapons? There are only three types of weapons and researching better one
PQ indicates how many planetary improvements can be build. It does that indicate the maximum population supported by planet. The maximumm population is given by the amount of farms you have. Farms raises the population cap. Larger population means more money from tax, more influence, and more potential troops. It does not contribute to manufacturing or research.
I believe this would not be a bug, just how the game is implemented. It does make the gameseem unrealistic as you can have 1 million troops remaining from an invasion that will crank out a battle cruiser in the planet you just conquered simply because you have the money to waste. I guess one would just have to assume that all the factories are automated..