DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

I may have spoke too soon. Apparently you can research even more carrier modules in a later age. The escort carrier and assault carrier modules are 2 more. They are small hulls (so more room for parts), but they only spawn 3 per carrier module. The assault fighter favors having many weapons (and a little bit more speed) while the escort seems to favor defenses. Actually, a similar relationship seems exist for the drone and guardian fighters, as the drone interceptor favors speed wh

2 Replies 1,845 Views

I've played 2 games since the latest update was released. Here are some of my thoughts. ---- Some of the UI got updated. Some of it I approve of. The UI for shipyards now has mechanisms to move ships in the queue up or down the list, to update a ship in the list to the latest version, and even repeat stuff. However, I tried to update multiple ships in the queue at once and I found that I could not do that. It has to be one at a time. The UI star

2 Replies 1,845 Views

There needs to be more flexibility in designing ships. In GalCiv 2, I too have spent many many hours just editing my designs to use the latest techs. It came to be huge relief when the AI ship designer was released for the TA expansion so that the game designed ships for you. Long before that, I had switched to a system where I would choose to research multiple ship parts before updating my ship designs. It was too time consuming for me to make an update for every new ship part I got. <b

6 Replies 4,085 Views

Hey. I'm looking for advice for creating a new internet username. Long story short, I'm no longer as content with using my current internet username as I once was. I feel tempted to start over with a new name. You know, try something new with a blank slate (and no previous reputation). I feel almost constrained by my reputation (or what I think it is). Likewise, I don't feel comfortable with using the same name for every website, so I'm actually considering making several new

7 Replies 49,940 Views

1. No. Your planets already produces food. The food determines the limit. If you build farms, you increase the limit. Mind you, increasing the food is not always desirable as each billion more population hurts morale more than the last billion did. Having 25 billion or more citizens on a planet would make things nearly impossible to keep them happy. Not only that, but the tax revenue suffers diminishing returns so it is not really worth it. The calculations involves the square root of the cur

1 Replies 8,338 Views

If there is going to be a sensor cap put into to place, it has to be larger than what it was in GalCiv 2. I found that the sensor range cap (15 parsecs max) was much too small in that game. Late in the game, it was possible to build ships with speed more than twice the range of sensor ships. That made sensor technologies nearly useless.

17 Replies 67,611 Views

In a way, the speed that a game can suddenly end keeps you on your feed. I can understand the concern about the problem about opponents being able to buy you out with little notice, but my response to that has been to try to be a little quicker and buy them out. Try to make sure that I can go in for the kill whenever I need to. I'm still trying to figure that part out though. You can get some insight as to what kind of money your opponents have by hovering your mouse over their

17 Replies 70,213 Views

I've played the campaign many times by now. Here are my thoughts/findings: 1. Having a single engineer/lab technician =/= to having a full power building. I've been finding that the buildings that I can make with 1 engineer or technician is not as powerful as I could make outside of the campaign. Outside the campaign, a water pump on a low water deposit yields 1 unit of water per second, but in the campaign, 1 engineer will cause it to yield 0.7 units of water per second. W

0 Replies 1,922 Views

I found that your level of debt is not only something that is subtracted from your net worth in the calculations that determines your stock price, it is multiplied by 4 before it is subtracted. A large debt can hurt quite a bit. And it grows by 10% per night. A lot of debt is something that has cost me many games. Learning how to control my debt is something that had lead to great improvements in my game play.

8 Replies 6,036 Views

From my experience, the off world market solves a problem. The problem of a match going on too long because everyone is making pennies on a saturated market. When multiple players can produce goods faster than what the market can consume them, the prices will drop. I've played maps where the prices dropped to the single digits (and could easily stay there because everyone had so much). It was in no one's best interest in letting the prices grow because someone else could capitalize on

18 Replies 69,539 Views

I also found scientific to be difficult... at first. Expansive gets extra claims and reduced steel requirements. Robotic has reduced resource needs, just power, aluminum, iron, steel, and electronics. Scavenger needs carbon instead of steel, which removes the need for some claims for steel mills. Scientific is a little different. They get to skip some mining steps as their buildings can mine for their own needs. For instance, a glass furnace can mine its own silicon. However, it st

3 Replies 19,089 Views

Oh that settlement. Yes, it does appear to grow. So long as you keep the prices low for water, food, and oxygen, it will grow. If it gets too high, the growth will stop, and if it is too much higher, the population will shrink. The settlement will take up more tiles over time as it grows. I have had times where I had built too close to the settlement and found where I planned to build had a few buildings placed in my way (I couldn't claim those tiles). In addition, when the population gro

8 Replies 401 Views

I don't like it. When I found that a company is researching patents, they became the guy that I would try to buy out so that I could get their patents. If I could buy the company out to get their assets, so why not their patents? It makes them worth going after, much like how you might want to go after the guy with geothermal power plants, or several high resource deposits. Well, if you can't buy a company out to get their patents, could we at least get the patents to be fr

5 Replies 216 Views

Hmm... Well, I haven't seen anything on the surface layer change. I'm talking visuals here. What does happen is the maintenance costs for the HQ will increase (like demanding more food and oxygen), and you get more claims to build stuff with. In some cases, the HQ upgrades will unlock new structures that you can build, like patent labs or off world markets. Does that answer your question(s)?

8 Replies 401 Views

I was taking some time trying to figure out what tutorial was best and all, but then I realized that it might be the first one. The other tutorials have you face off against AI opponents on an easy mode, but the first one allows you to play without opposition. It will allow you to free play without you worrying about being bought out by your opposition. You could try to figure the game out, try a different mix of buildings, figure out what doesn't work, etc. I haven't seen any other m

8 Replies 401 Views

It is a known problem, but I haven't seen any thing done to fix it. Maybe it'll happen later. At least I think the devs know about it. I'm sure that I've reported it before. You can get up to logistics of 40 using that bug. When logistics is low, starbases, shipyards, and planets can have up to 40 logistics worth of defending ships. If your logistics is higher than that, then those places can use those values instead. The problem is that the game doesn&#3

2 Replies 2,553 Views

It used to be possible to get a tech victory. I have got tech victories. However, it doesn't seem possible right now. I was wondering if it was just the Yor, or it affected all the Civs. I keep trying to remember to report this stuff, but I keep getting distracted by other stuff and then I forget.

1 Replies 3,273 Views

The AI isn't written yet. What you have is some primitive AI that will do some things, and possibly beat you if you do something wrong. It is a place holder. Expect better AI later when they get serious about it. When at war, the AI should be uncooperative. They shouldn't be making deals unless it is very much with in their favor, nor should they be willing to sell stuff that they need to win the war. I agree with you about the frequency of diplomacy in GalCiv 2.

4 Replies 4,163 Views

@ androshalforc You're correct. An influence victory does not require that you culture flip all planets. All you need to win an influence is to have your culture (zone of control, or territory, or whatever you want to call it) to cover a percent of the galaxy. Once you control the minimum, you have to hold it for about 10 turns. Yes, it does work. I sometimes have to go and turn this victory off mid game so I can go win a conquest victory. I have on occasion had to d

10 Replies 3,222 Views

The Yor aren't just synthetic, they were rendered sentient by the Dread Lords to wipe out the Iconians. The Dread Lords knew that their enemies would be distracted by the extermination of a lesser species and would allocate resources to save them. The Yor were made to be a hostile species, not be the natural evolution of life (or whatever you want to put there). So there are a numbers of qualities that they got because of the Dread Lords that you wouldn't expect from artificial life a

8 Replies 1,005 Views

I think this fast assembly should be allowed for 1 patch. If people don't use it, how would they get feed back on it. Right now, it is only in an opt in patch, so the number of people playing it might be limited. I recall the devs saying something about the project is difficult for the AI to use, so there may be good reasons unrelated to removing it because the devs think the design doesn't work well. That said, I'm in the group that does miss this project. However, to

7 Replies 5,995 Views

Well, my solution is to make starbases kinda like shipyards. Shipyards get their manufacturing from planets. Since shipyards are used to produce constructors which upgrade starbases, why not eliminate the middle man? Have a starbase get it's supply strait from a planet like a shipyard does. Most of my starbases are economic starbases, 3 per inhabited star system, and most of my constructors are built locally (less micro management trouble that way). Like shipyards, I suggest th

14 Replies 45,356 Views