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
Dewwar
You'd be better off axing the defences and making a first strike fleet. Do so much damage that nothing survives the first volley.... But it's still a hell of a money risk. -Dewar
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
Less farms and more entertainment centers on the planet is really the only way to combat this. -Dewar
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
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
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
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
Works in IE as well -Dewar
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
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
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? <
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
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
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
Oooh, that's a good one big96d -Dewar
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
I think you might need to start a new game to get the new XML effects. Oh, and you might not be able to play in the Metaverse with those changes either. -Dewar
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
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
Are you playing the campaign or in sandbox mode? -Dewar
Going back and researching older techs can still be useful, especially in the Diplomacy and Cultural Domination trees, since each individual tech gives you a bonus. -Dewar
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
Some of the messages regarding influence starbases have been pretty twitchy for me. I'll have a minor race or a race that I don't even have borders with call up and complain about influence bases when my nearest one to them is 3 or 4 sectors (not parsecs) away. -Dewar
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