Actually, since they always round down, they probably generate a number between 0 and 1 then multiply it by 6 and then round down. You'll never get 6 because 5.99999999999 still rounds down to 5.
No118
In a word. Yes. But as a seperate tag in the governers section, as I might want to change what is building, but not where it is going or vice versa.
1. Nothing. Well, if it's too low you'll get rebellions, but other than that it's just for the pop growth. 2. I don't put research to 50% 3. Pop growth has nothing to do with the social spending rates. Unless you're talking about building farms/morale buildings of course. A new colony should be focussed on Social until it has a couple of factories and a starport built.
Surely the number crunching thing is more important when there are tons of planets? Since for a small empire, the human can micromanage every planet, but on Huge/Abundant you'd get pretty bored if you tried doing that for all planets. The computer doesn't get bored, so can micromanage on any map.
If all you're worried about is extending range, it shouldn't matter which one you use. Influence starbases are pointless in the middle of nowhere, so you might as well build military/economic depending on whether you think you're going to need military support or trade boosting there later.
Yep. Each module has a base size, plus it also fills a certain percentage of the total hull space. When hulls get big enough, it is only this percentage that is really important, so increasing hull size further is pointless.
You should be fine with: Enable-GalCiv2-Collectors-Edition.exe What you SHOULDN'T be installing is: GalCiv2_ 10X _BonusPack_030806.exe The version number is right there in the filename. 1.11 includes all the changes from 1.0X
What you're trying to do is install 1.0X on top of 1.11... an earlier update installing over a later one is going to cause problems. You don't need to install 1.0X at all, I'd have thought.
Try clicking find to look for ships with moves left, then move them around. It happened to me when I tried to use planetary governers after the Turn button had been pressed.
Thanks. I'm hoping that I post this up, maybe others will be encouraged to do the same. I like reading gameplay examples, it can be almost as interesting as actually playing the game itself. It's actually quite fun writing them as well. Gets you further into the game.
Nah, it's just a one off. Made the game kinda easy though.
Depends on how well you manage your empire...
If this was implemented, I'd suggest a corresponding drop in morale on other planets for 'unfair taxation policies'.
I'd really like some improvement to ship-to-ship combat as well. I know we aren't going to get tactical battles, but it would be nice if the ships actually faced towards the enemy ship when they fired. It isn't THAT hard to do. I know this because I've done it myself, and I suck at programming AI.
Oh, I almost forgot. In addition to this, the Arceans and Altarians 'Knew what I was doing' throughout the entire game, even before I had any warships. My guess is this is because I had all the tech victory techs, even though tech victory was off. Is there any chance of turning off this sensitivity for games with tech victory off. Oh, and because you start with Xeno Ethics, you can't choose your alignment and buy alignment specific stuff. But your opponents can.
If I ever feel the need to resort to that sort of cheese, I might as well start using cheat codes.
Why? I like anomolies and think the benefits u get r well balanced. They're fine at the moment, but if you're continuously getting these bonuses throughout the entire game it could cause problems. Could well turn out that you're best off building a massive fleet of survey vessels to grab every single anomoly the moment it shows up.
An alternative solution to the whole first strike problem would have been to simply increase the HP of all ships and starbases. With longer battles, it would make less difference who struck first, since if all ships had, say, 10 times as many HP, even ships loaded up with top level weapons would have trouble wiping an entire fleet in a single shot. I hadn't thought of the whole MAD thing, but now you mention it, I could imagine it being a big problem... I don't want all my battles to
I ran into this bug today. This is a Drengin planet I just invaded: Link As you can see, there is no colony hub. No anything in fact. This was their homeworld, and unsuprisingly they hadn't done a single thing throughout the game. I'd been wondering why they were so quiet... Interestingly, the lack of a colony hub also seemed to mean they had no limit on population... Anyway, this was in the
OK, well thanks anyway.
There is an upper limit on starbases I think (I saw it when fiddling with the Maps). However, it is not linked to logistics. Your logistics limits the number of stabases you can build before paying, and how much starbases cost after that.
They can tell he is playing it though, through the downloads. Of course, if he's playing it, they know and stop the key being repeated No, they only know if he has downloaded the latest patches or played on the Metaverse. He could keep playing v1.11 for ever in Sandbox/Campaign.
They'd have to be toned down a bit though.
There is an armour in each armour type for good races. The evil races get a matching powerful weapon in each weapon type. The Neutrals get the Neutrality learning centre, which is the best research building available, and can also research a tech to give them 3 extra trade routes. Each alignment also gets an extra tech at the end of the ethics tree.
The problem is, since Gal Civ can run without a CD, there's no way that Stardock can confirm that the previous player isn't still happily playing away. I understand that it isn't particularly fair on you, but Stardock do not support second hand games. If I were you, I'd try returning the game to wherever you got it from. They should never have sold it to you. With any luck, you can get your money back. Then go and buy the real thing, since £20 (or whatever the equivilant is in your lo