Kblore

Kblore

Joined Member # 2514610
0 Posts 0 Replies 3,528 Reputation

Maintenance costs are an important consideration. Big war ships can drain your income quickly. Your economy is usually the limiting factor for how big of a military you can build. How long are your games? I've never had a problem with maintenance costs. Even when I held off cleaning up a game where I had 379 planets and was building ships with ex

11 Replies 8,748 Views

No you shouln't, because your production spending should be at 100% all of the time Not always the best -- consider WW2 and the US development of the A bomb -- it was a military weapon but most would consider it a research/technology/social production project. And I could come up with several similar situations for GC2. However,

13 Replies 8,339 Views

although you will see a larger set of names with a larger map, I'd still like to see perhaps real star names replacing most of those currently in the game. Just for fun of course Actually not a bad idea -- they could add a star/planet name type option at the game start -- some ideas -- Sport hereos, Golf Courses, Cities, Stars(real), Comic

6 Replies 4,453 Views

Once, I managed to hold taxes at 100% with about 90% approval. I had 3-4 maxed out Morale resources in that game, and was building more VR centers than factories /brag I appauld -- that is awesome.

4 Replies 2,995 Views

I've always played a Custom Race -- The Bruares -- cause I want too. I like Technologist party, max MP ability bonus, max Pop Growth ability bonus. Is this the best -- prob not -- but i won on suicidal with update 1.2 pretty easily and I can still win on suicidal with 1.3beta3x on occassion at least. The best is prob Yor; the 25% miniaturization bonus is just awesome. Other than that military bonus's are big for conquest victories. Hard to beat MP and

13 Replies 5,209 Views

I agree with Gre Magus to some extent. Manufactoring, Tech, and Economic Capitols should be specialized ( Political Capitol too if you bother). And the economic starbases around both tech and manufacturing capitols are helpful. Other than that I like a few more high and mid production planets -- usually planets that have bonus tiles on them. I only put labs on bonus tiles. Other than that, I like 3 or 4 manufactoring buildings per planet, a starbase on all planets ( usually buy

6 Replies 4,349 Views

Any other tips/hints about trade would be appreciated as well For my style of play, trade is only good to pacify neighbors -- the income is not significant enough and I have plenty of extra income without trade routes and I lose it when I attack them. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Tabl

11 Replies 8,748 Views

Is everyone tired of seeing the stars "Andersona", "Iversona", "Westerfield", and "Wardell" over and over again? Nope, doesn't bother me a bit -- and you can rename the planets anything you want. On the other hand don't think I'ld mind more random names either. that's my 1bc -- not even worth 2bc

6 Replies 4,453 Views

Any word on farming improvements to go along with the morale modifications, to make farming viable? Farming has been nerfed too; farms now add 3,5,6,7 to pop now; build costs have been reduced some but research costs are the same.( with 1.3beta 3X )

12 Replies 16,183 Views

The mining add ons for the mining starbases have been upped so that they total 51% now ( up from 44% My bad -- totally built up mining starbase is +56% now, forgot the initial 5%. ( actually I guess it is the 44% which is only 39% ). <TD class=

25 Replies 28,510 Views

It's the same except that morale buildings don't do as much With my custom race on previous builds, I would got to 0% tax at the beginning and get about 93% morale, which would build to 100% in a few turns. Later i could be

12 Replies 16,183 Views

Does any one know how the new morale is implemented? Frogboy does, but he's still tweaking it for the final 1.3 update. So I wouldn't spend too much time trying to figure out how it is working in 1.3beta 3x as its most likely gonna be changed in next beta ( devs are using a 3Z beta I believe ) or the final 1.3 update. And

12 Replies 16,183 Views

A color code for a planet that has reached it's max population would be great!! Red for at max Pop or above, Yellow for within 1B of max, and Green for below. And use the lower of the population where population growth stops and max population allowed by food ( farms ). I'm at micromanager too -- persoanlly I like to put add the max population at the end of the planets name so if we could change the planets name with right clicking on the name in the civilization manager and 1st planet

2 Replies 5,460 Views

Definitely different -- I'm needing +80 from morale buildings with a +56 built up morale resource to maintain 100% morale up to around 17B pop with a 79% tax rate. With Update 1.2 don't think I ever need morale buildings except for the +10 morale from stock markets and not sure that even mattered. But from Frogboy's posts, it's gonna get worse. He doesn't like us being able to have 100% morale with a 79% tax rate. Actually, I agree with Frogboy, way too easy before. Bu

12 Replies 16,183 Views

Which version of the game are you playing? I am one of those who said the game was too easy as of update 1.2 -- but 1.3beta2a and 1.3beta3x are not too easy -- at least for me. However, I can still win at suicidal on occassion at least. If you've done a search for posts with "masochistic" or "suicidal" in them then you've probably read most of the strategies that players have posted. Other than that -- practice, practice, and practice till you get a good feel for the

9 Replies 7,144 Views

It ain't gonna happen. But I really like the basic design you've come up with, although I'ld tweak it a bit myself. Especially like the idea of Fighter hangers for starbases and the transfering of fighters from carriers to the starbases. I am usually opposed to the carrier concepts players come up with but really like yours.

39 Replies 24,156 Views

think it's impossible to beat the AI at this level whilst using "normal" strategies I'm playing a 1.3beta 3X, suicidal, large map, 3 opponents, abundant stars, planets,and habitable planets, tech trading off -- game right now. I should win it -- it is around 5-1-2228 and the Yor took out the Drath a bit ago. The Yor have a military ratin

5 Replies 4,845 Views

It is a viable strategy but I don't think you'll be able to win at very high difficulty levels but you should be able to win at cakewalk anyways. Also I believe you would become more of an economic powerhouse earlier on with a different strategy. Sort of cheesy but -- you cann't have no industry -- capitol has 24 production and initial colony buildings have 12 production. There are some players that do switch over to using NLCs with a neutral alingement and get rid of

9 Replies 5,466 Views

quick point: this is a game and not a simulator. There are some good games that accomplish being a good game by trying to simulate actual conditions -- I played Korsun Pocket which is a good example of that type of game. Looks like you got some good numbers there. I always figured it was about a 3:1 advantage for the attacker with everything being equal ;; but looks like you narrowed it down to like 2.6:1 or there abouts. If you were to do a little more math and get a

28 Replies 10,757 Views

Heh was reading another post and just realized that they would have that much space on a small hull if they got controll of 5 Hyperion Shrinkers. Would have required getting 4 planets from other civs with that on the planets but possible.

20 Replies 7,914 Views

Glad to see there is at least one other person who thinks that the planned 7500bc starting funds is too much. I also don't care for the added starting morale and population. But its not a big deal one way or the other -- might be nice to have some starting options. don't want even more advantages. Currenty, I have to turn so many options off because of lack of ch

14 Replies 6,540 Views