I like GalCiv 2 much more than 3. I would recommend 2 over 3. GalCiv 3 is more of... an acquired taste.
DivineWrath
In Crusade, you upgrade your starbases using money and resources. Constructors are only required to build the initial starbase structure.
I find that stacking legions into one army and placing them next to the capital gets the best results. Numbers plays a major factor in ground battles. A moderately sized army can survive a dozen legions if they show up one legion at a time, but will fall if the legions show up as one army.
I try to specialize a manufacturing planet by building around the space elevator. It adds +1 to both social construction and ship production. Adjacency bonuses increase this by 1 per level. A deep core mine or starport will only add social production or ship production (even when they level up). As such, I consider space elevator more valuable than a deep core mine or starport. I should note that there are other projects besides aid economy or research. There is also train legion,
I'm going to list some suggestions. Could managing fleets get a look over. GalCiv 2 was much better at creating/splitting fleets and moving ships around. It was also easy to determine which ships were damaged and what their names were (helpful in knowing which damaged/obsolete ships to remove and replace). For instance, the Frigate M4's might be obsolete when I start building Frigate M9's. Make it possible to decommission fleets of ships with either the delete or backspa
I have a problem with the game getting stuck on me. It won't finish the end turn phase of the game. I found that the game will randomly get stuck if the conditions are correct. For instance, if I move a ship 1 parsec and then press 'q' to guard, the game will likely get stuck at end turn. I'm wondering if anyone else has encountered this problem?
??? Can't you save your ships as templates? That way you can reuse your favorite custom ship designs without needing to get the right techs again. I went to go double check but it seems that making a ship and making a template are 2 mutually exclusive options. When you choose to make it a template, it will not make it as a ship design. Everything will be striped out for this template. *It seems that nothing prevents you from making a ship design first, then lo
Yeah. At first I was mystified as to why invasions worked so well. I used to play GalCiv 2 lots so I assumed that the whole population would fight the enemy. After learning how it really worked, things made a lot more sense.
Welcome! 2. There should be a manage button. It will show itself when you select a tile that have 2 or more ships/fleets. From there you can disband a fleet to free up ships and select multiple ships to create a fleet. You will need to hold shift to select multiple ships and fleets. 3. You can hover the cursor over a ship. You should get information on its stats and health. 4. There are no way points. It would be nice if they were included. You can
OK, I see what you meant now. Yeah we don't have the means to clear all ship build queues.
[quote]2. - Add a "Build Nothing" option for shipyards in the Governor Commands screen [/quote] Isn't that already in? Try looking at the bottom left side of the screen. "Don't notify when queue is empty" As for my wishlist, I would like tools that would favor large empires. No large empire penalty, rally points that makes it easy to form fleets from ships produced at multiple shipyards, undo administrators (I think it was a bad idea), etc. I woul
I figured that I would provide some more feedback on what I've seen. I've been playing this game lots lately. Prototype weapons. At first I didn't like them because of the resource cost, but now I can see myself possibly swearing by them. I have used them to devastating effect. They give substantial firepower early in the game. You can start building them as early as your first tech, and build up a significant fighting force by the time you can start researching planet
I don't use rally points much right now. I've tried to use them to send produced ships from a group of shipyards to the same place to form fleets, but they don't always form fleets. I would very much like it if they formed fleets and don't bother me until a fleet is ready.
I tend to use 20/20/60 in favor of research. I find that having a tech advantage pays off in the long run. It might take a while to build ships, but they tend to be high quality when they're built. Having a few military resources also helps. I don't deviate from that spending rate very often. I might favor military spending early in the game to win the colony rush, or I might wind up in a war with too few ships. A large fleet size can even the odds in ways that tech isn'
[quote who="LloydsGamble" reply="4" id="3670429"] 1. I've heard that the original Dread Lords campaign is near impossible to beat because it was designed around an old combat system that was changed. Does anyone know if this was ever fixed? For the record, I am using the 'Autumn Twilight' mod and the creator has included versions of the campaigns compatible with his mod, but not sure if it fixes the combat issues. [/quote] They can be beat. Its just harde
I think I may have found out how to judge "ripe for conquest". Instead of using the power tab, use graphs. There you should be able to click military power. The graph should allow you to eye ball how strong or weak your military is to someone else. I haven't been watching that graph for very long, but I think it works. I had a lot of planets (I was really lucky and aggressive), so my overall power was much greater than those who considered me ripe for conquest. It was only when
I was quite knowledgeable back in the day. I'll help answer questions. A planet at the far back of your empire isn't going to help your influence to grow. Its influence is going to over lap with other planets between it and the edge of your empire. There is a practical limit to how big a planet's influence will grow. Its not going to produce points over time and slowly grow like it does in GalCiv 3. Its strength and range is going to be determined by a number
How do you get the "you are ripe for conquest" condition? I would very much like to know how to avoid it and how to get rid of it. I have got it for some reason despite having what *I think* is a good military force.
Well, I played a map where I tried to use resources to make combat ships whenever possible. I found that prototype weapons were competitive with the second last weapons, same firepower but cheaper in price (unless you count resources as expensive). I ended up focusing on elerium for beam weapons. My first opponent ended up being the Krynn who was also using elerium weapons. I even went so far as to destroy a few of their starbases so I could claim their elerium for my own. Prototype weapons,
Alright, thanks. That clears things up. Moving on. Anyone have any experience with any of the more exotic ship modules? Such as increased accuracy, increased range, or repair. Are any of them worth it? How about experience with ship equipment that requires special resources? Is it worth while to build prototype weapons? What about fleet stuff that uses resources?
Questions about defenses. Do off-type defense do any thing in battle? I have the impression that it does nothing. How does does defenses work? I find it difficult to get good information on this. Ah hell. Might as well explain to me ship combat works. Start to finish.
This is much needed. Off-type defense doesn't do anything at all. If you get the wrong defense type, then its wasted space and money.
Rally points didn't work as well as I hoped. I had a bunch of shipyards point to the same rally point. I wanted them to form fleets there, but often they would sit there as separate ships. If I wanted them to be in fleets, I had to get involved make the fleets myself. I tested one of the repair modules "Structural Enhancement". It does work, repairing a ship slowly while in battle. However, it didn't seem to have any effect outside of battle. I was hoping for it to fully re
-I can't get information on the health of my ships in my fleets. In GalCiv 2 all ships were a list going down, with hp to the side. Right now, I have to hover my mouse over each ship, 1 by 1, to determine whether or not they are damaged. -I don't like the specialization techs. I don't like how I can only pick one. -When assigning sponsors for a new shipyard, why can't I keep clicking assign? Nearby planets that are close enough to have no production decay are at the
I forgot about upgrading ships through the governor screen. Unfortunately, it doesn't seem to tell me if the range of my ships increase. I have to go out of my to get the range of my existing ships and compare to what I can build. A trick I figured out is, if you order your ship to guard right after it leaves the shipyard, it will form a fleet at its location. Every new ship will try to join this fleet. Once its full, you can start over. -Why does weapon techs (first