random50

random50

Joined Member # 2415008
0 Posts 13 Replies 5,805 Reputation

After the land grab I'll start buying research centers as money allows to speed things along. Buying things is usually bad news. They cost 10 times as much to buy as to build. It sounds to me like you need to build more factories - that's a more cost effective way to speed things along. There are exceptions when it comes to buying, most not

24 Replies 30,982 Views

actually beakers can be converted into hammers and vice versa depending on what you chose for a planet to specialice in . if you choose social or military production then any beakers from that planet get converted into hammers at the cost of 1bc each unit. so in essence. yes they can be used for either No, it doesn't work like that. The fo

20 Replies 24,690 Views

The morale level has an influence. Could be the ones that didn't flip had high morale. Some races are more loyal than others and consequently harder to flip. There's a superproject that can be built that makes a planet immune to flipping. Lastly, it's partly random so you may just have had an unusual run of the dice! 4.0 is the minimum for flipping to occur, but I *think* (not sure though) that the likelihood increases as the multiple does. It may well be that for the pa

4 Replies 6,644 Views

the three sliders that modify spending on social \military\and research are how much of your total beakers and hammers you allocate to any of the above fields :IE 33% military/33%social/33%research. I'm probably misunderstanding you, but as I read this, you have it wrong. Beakers can *only* be used on research and hammers can *only* be used o

20 Replies 24,690 Views

There is a modding way around this - all buildings have equal or at least near equal research and production, like the initial colony. That way, you'll get the same total production wherever you put the sliders (issues with rounding apart) and the sliders really will represent the proportions of your total spending. I'd do that, but it would make it redundant separating labs and factories and research and production in the tech tree, which would be a big shame. Although, now I think a

20 Replies 24,690 Views

In what way does it penalise them? You can't go without either military or research, you have to do them both. If you build all factories or all labs you'll loose fast I don't. I've usually switched to all labs and 100% research spending inside 18 months on a gigantic map. The computer loses at anything below the top 2 levels because it is so f

20 Replies 24,690 Views

Perhaps one change that would be good, is when u have loads of money, u should be able to have military or social at 100% and research at 100%. Thus yr factories would be at 100% efficiency and labs at 100%. That's exactly the design decision I was talking about. What you suggest seems the more logical and natural way to do it to me, whether yo

20 Replies 24,690 Views

So at the moment we have this system where you can have your factories working at 100%, or your labs working at 100% but never both at the same time. I was wondering, was the reasoning for this design decision ever given? I really can't see any advantage to it whatsoever.

20 Replies 24,690 Views

I'm also a bit confused about this idea of "extra" population and *having* to build extra entertainment buildings. Why not just let the population grow 'til morale hits 40% or hits the food supply cap, at which point it will stagnate? This shouldn't cause any problems even if you have one of the voting forms of government, as long as not *all* your planets are suffering this problem.

22 Replies 14,763 Views

You need at least half a dozen constructors from the midgame on, which costs as much as a powerful warship. And *that's* if you're evil...if you're not, not only will you have to pay for the constructors, but twice as much again for the modules. And once the invasion is over, your military base is pretty much useless other than for defensive purposes, unlike warships. They're a real grind to use on larger maps. Effective tactic? Can be. But I reckon it's far less effective than spe

13 Replies 56,444 Views

OK, random, so you have dedicated sensor ships to build. EoTU is cheap; it costs about as much to build as, say, 3 good, fast sensor ships, and it instantly "gives" you as many sensor ships as you have vessels. Completely agreed. So what? That doesn't make it particularly unbalancing, just convenient. I said 60 of them to cover a gigantic map,

28 Replies 28,937 Views

IMO, yes. Those ships with 15 sensor range cannot pack as many weapons or armour, so they need to be defended, and there will be far fewer of them. The advantage of having every ship have a huge sensor range is tremendous, espcially early on in the game. The strategic advantage it gives is immense - being able to keep an eye on the AIs means that I can maintain my defences

28 Replies 28,937 Views

Well, the formula explaining how the base morale affects your global moral isn't exactly the same than with the building. If the base morale is low, your morale given by your empire wide moral bonus is less affected than your moral buildings. It is documented in the GC2 Wiki I think. I wouldn't trust the GC2 Wiki. It's often either out of date

10 Replies 13,562 Views

And yet they still seem to know if you have an undefended economy starbase at the far end of your territory. Do they, though? I've seen plenty of times where I've colonized a planet then a few turns later, an AI colony ship has turned up, bumped into the planet and moved away disappointed. Acting on out of date information. Could be the same

18 Replies 20,385 Views

They should remove Eye of the Universe. It's plainly unbalancing. We human player always rush for this tech, and rush to build this wonder. AI doesn't. Yes most of us do, but is it unbalancing? If I didn't have eyes of the universe, I'd just build ships with 15 sensor range. They would travel alongside my fleets, not in them, so there's no logi

28 Replies 28,937 Views

since I haven't really checked in game (just started actually making my own ships) can you increase colony/invasion transports to carry lots more people than the starting specs? i.e. can you add lots of modules to add to the carrying capacity? Yes. Which also answers the first part of your post. The advanced troop mod is better for ferrying peo

15 Replies 12,773 Views

No need to form a fleet: If there are logistic points left the starbase will be in the same battle with your fleet- just check the battleview options to always see the battles and you will see... all installed starbase modules will be in battle alongside... Excellent! If true then it's a shame they didn't put this in the manual, or on one of the

14 Replies 21,217 Views

secret police. 20% to base moral improvement for tha tplanet. but other then that no Except it doesn't work. It acts like a usual morale building which gets modified by base morale and is therefore utterly useless. Even an entertainment center is better. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Bo

10 Replies 13,562 Views

You don't have to completely avoid upgrading your starbase, just lean towards defense modules sufficiently that your fleet still has a higher result from the formula (total attack / [total defense + HP]). But what's the point of wasting the money if you're going to have a fleet there defending it? I agree you should be able to fleet star

14 Replies 21,217 Views

Huh? Why are you building ships that ferry people to different planets? That's just adding to things to manage. It speeds up the invasion process. Even if you're losing no troops at all, you've still got to leave people behind on the planet. If you leave only a small population it puts a heavy strain on your economy. Even if you're no

15 Replies 12,773 Views