Dewwar

Dewwar

Joined Member # 2384592
0 Posts 1 Replies 2,142 Reputation

I wish there was a switch that made stock ships not even be buildable. Whenever I reach a new tech level I have to go and obsolete all the stock ships. -Dewar

6 Replies 4,810 Views

tetleytea: In some ways yes, unless you're trading with allies that let you build econ starbases in their space. What I like to is take my econ capital and build all my freighters there and send them to different places in the galaxy. Since all the routes are starting in the same place, it's easier to get econ starbase coverage, at least at the start of the route. -Dewar

10 Replies 13,828 Views

Influence starbases raise your influence value in the area of effect, so if you have a planet of yours that's about to flip to an enemy, build it right next to it. If there's an enemy planet that you want to flip to your side, build it as close to that enemy planet as possible, while still defending it. Econ starbases only help your routes. If you look along each of your routes, there is a little freighter running back and forth. The econ starbase does it's work when the little freigh

10 Replies 13,828 Views

I got two rangers in my very first full game. I basically conquered a whole race with just the two of them and the necessary troop transports. Since then, I haven't seen one. *shrug* -Dewar

17 Replies 16,234 Views

Population is decreased by making troop transports or colony ships, but even if the population goes to zero you still own the planet unless someone comes by and conquers it. Otherwise, could be a bug, could be a reload problem. -Dewar

5 Replies 2,932 Views

I like #1 a lot, because it fits into the current espionage system (and therefore might make it before the first expansion.) I think #2 is a bit lame. It's not horrible certainly, but I can think of better ways for devs to spend their time. And finally, I think #3 should be built into diplomacy rather than espionage. You can already buy and sell influence (which is the equivelence of UP votes,) so we just need some way to see the voting topic a month or two ahead of time. Frankly, I

14 Replies 16,857 Views

Hmm, 6 and 2/3 sectors is 100 parsecs. That would be a logical cap if there is one. I'll have to try that tonight and find out. The idea though is the more points you waste on engines, the less you'll have for weapons. For harassment it works pretty well, but harassing the enemy won't necessarily win you the war. Yor + Miniturization

3 Replies 8,051 Views

I would rather prefer to evolve my owned planets, build everything and enjoy a nice game, but unless I pick that huge diplomacy boost at the beginning of the game, I'm toast. You just CAN'T win if you're not expanding or conniving yourself to victory, no way. Eventually you'll be a someone's dinner, no matter your defenses. We need the builder or lone researcher approach t

72 Replies 63,156 Views

I was playing a duel with a computer on a small galaxy last night and I decided to hassel the computer behind his lines a little bit to get the pressure off my defences. I built a bunch of ships with a move of 30 and one gun and slipped behind his lines and destroyed all his resource starbases before he could build constructors to defend them. It got me to thinking, 30 is a pretty round number considering I just tacked on engines until no more would fit. Is there a cap on movement points? <

3 Replies 8,051 Views

The way I understand it, economy buildings multiply your tax values on that one planet. Since tax values are derived directly from population, they're more effective on a high population planet. That's why I always turn my highest PQ world into my econ capital. And here's a few fixes for a crappy economy: 1) More people: More people = more tax money 2) More Trade Routes: Trade routes provide a constant and maintenence-less source of money, and are the easiest way to ge

6 Replies 15,504 Views

To some extent the fuzzy math is realistic. I sincerely doubt even the legendary Alan Greenspan could sucessfully predict the EXACT impact of any decision on one country's economy, let alone a star-spanning empire of hundreds of billions. Galactic emperors will not have total and absolute control or transparency into evry aspect of their empire. Don't go MoO3 with that ide

120 Replies 134,152 Views

So tech trading strategy is basically not problem. Its problem, that in AI game. AI doesn't tech trade, especially a lots of tech trade, they never do. (If it was assigned to do for AI, it would detroy game playing although) The AI does tech trade. They tech trade a lot actually. If you just sit back and watch the tech lists of different empire

144 Replies 67,713 Views

I'd go C, since I don't always bother to make trade routes and I don't think they really have anything to do with tech trading. It could be nifty if you had a chance to steal techs with people you had trade routes with. It would be like enterprising smugglers bringing new tech to your empire.... Maybe for a price? -Dewar

30 Replies 25,661 Views

No, that's no longer an option in GalCiv II. Population tends to increase faster than you can get people out with transports. The best option is to limit farms, but don't ignore them either, since more population also means more military, social and research productiveness. Try to find a balance. Population doesn't effect Military, Social, or

12 Replies 13,761 Views

I like to use a fleet of slow and tiny ships to protect my home planets (once orbital fleet managers are available) while I attack with larger, quicker ships. That way I can line my borders with military starbases and buff up those tiny ships that started at 1/0/0 attack up to about 3/2/2 attack. 7 of those in one fleet will easily cover me while I move in for the kill. -Dewar

17 Replies 13,205 Views

Military starbases are boosting correctly. They only boost stats in which you have at least 1 in already. So, for a purely defensive fleet in range of a military starbase, ships with 1/1/1 for attack and 1/1/1 for defense are superior. -Dewar

5 Replies 6,135 Views

Palatoss: 1) If someone declares war on you, your ally must either join you or break the alliance. If you declare war on someone, the ally doesn't have to join you. 2) I have never seen such an option, and doubt it exists, but I'm not 100% on that. -Dewar

8 Replies 5,830 Views