Empyrean

Empyrean

Joined Member # 2426306
0 Posts 1 Replies 181 Reputation

On population, I just beat the new Beta AI (max AI w/o cheating) ONLY because I had high populations. That proves nothing. Do you know what your revenue would have been if you had been building stock markets instead of farms and entertainment? If not, then you're not really in a position to say that your

22 Replies 25,430 Views

*If you need some sort of justification. I wouldn't be suprised if this is how it worked in the real world, but I don't have proof off-hand. Larger populations allow for greater specialization in addition to economies of scale, but once you move beyond a relatively small population (a few thousand people) t

22 Replies 25,430 Views

Way m ore space to design your ships, rotateable parts, able to hide parts, it's just much better overall. You can even go back and rotate/resize after something's been placed. Squeeeeee!!!!

28 Replies 43,676 Views

If the system is run by robots, then why are people taxed? You can only tax production; if people aren't making anything, you can't take anything from them. It's a pretty fundamental disconnect in the economic system of GC2, but the game is still fun regardless. Ultimately, it is the production of higher order goods (like factories) and the exctraction of natural resources that makes the production of lower order goods possible. Having a

31 Replies 69,895 Views

What's your favorite line of weapons, and why? What advantages does each weapon line have over the others? Are any better than the others for the early game, midgame, and late game? I checked the wiki to see if I could get some more info, but the articles on weapons didn't have any useful information.

0 Replies 3,689 Views

I've noticed that my balanced fleets take less damage than my purely offensive fleets do, even when I make the first strike. If you take into account the way that non-optimal defenses figure into the combat calculations, you'll see that a point in any defense is equally effective against all weapon types. If you've got space and you're using defense you might as well put at least one point into each type of defense, because the first point in each i

14 Replies 8,297 Views

I've noticed the AI tends to gang up on the superpower, unless they already have good relations with them. One option could be that once you've betrayed someone, the AI doesn't trust you anymore and you incur a very large diplomatic penalty. If you're a superpower with only 25% of the map, you've probably been spending time making friends instead of killing everyone. If you build up for a long time before launching your campaign of galacti

1 Replies 3,173 Views

The AI doesn't distinguish between another AI and the player. If the Torians were getting beat down by everyone else, it would want to spite the others by surrendering to one of the two races that weren't responsible for its downfall, and you lost the coin toss. Sometimes them's the breaks.

18 Replies 18,492 Views

The big advantage of attacking first turns out to be a big player advantage because the AI doesn't position its fleets to support each other very well. Low speeds make this worse. The attacker always fires first, regardless of how many engines are on each ship. Normally, the only way you'd be able to get the first strike is if you are faster than the enemy, or if they do not attack you when you move into range. Moving forward to attack ca

21 Replies 21,768 Views

There is a screen that already shows this. Click on the empire button and then select the "Colonies" tab. It will show income, morale, and production for each of your worlds. Each unit of production or research costs one BC.

4 Replies 4,142 Views

I always take +30% economy and Federalist. The 10% morale bonus is great for only one point, although I agree that +20% morale for 3 points is mediocre. The other four points usually go towards the PQ bonus and a +10% diplomacy bonus. Playing as the Yor, I never have diplomatic trouble.

33 Replies 15,494 Views

Inspired by the thread on dealing with wasted social production. https://forums.galciv2.com/?ForumID=346&AID=105246 It was said that excess social production would no longer be wasted in the future, but would instead be used to increase approval. I have a suggestion (basically a rehash of what others have said first) that would complement that, allowing for greater flexibility in colony management that would simultaneously lower the amount

0 Replies 4,398 Views

Does that matter? I was under the assumption that the AI makes its decisions based upon current income, although if it factors a boom into the equation on the higher settings then this isn't a problem.

8 Replies 26,268 Views

That sort of thing happens in real life, too. And the bigger the boom, the bigger the crash. Economics is what I do in real life, so I couldn't help but make the comparison. You make a good point, though. If there were some way for the AI to take advantage of the economic boom without incurring long-term expenses that cripple it, that would be idea

8 Replies 26,268 Views

So, in the end, did anyone win the pissing match, or did everyone just get collectively covered in piss? I think I'm going to declare piss-covered victory and then go take a shower. Back on topic, I find t

126 Replies 53,735 Views