The military strength calculations are majorly flawed The military rating is the sum of attack values, defense values and hit points. It's something that's easily calculable and is a "figure of merit" that in some way accounts for quantity as well as quality. It's not really flawed, it just is what it is. It's main purpose is to determine the military
Mumblefratz
It could just be that they hit an economic difficulty He had 9 AI's in the game. I could believe one or two could have over extended themselves into bankruptcy but not 9. Also the fact that he couldn't go more than 2000 into debt, says that this was really taken as a low level dificulty game but posted as suicidal. I've also seen where the Th
we're going to make the morale buildings more powerful but the techs to get them MUCH more expensive I think this is a better way to make morale buildings more useful while at the same time making the 79% tax with 100% approval more difficult. We may even be able to get a 100B pop on a planet. It'll take pain and a lot of effort, but that's as it shou
I received Arnorian Armor Arnorian Armor is enabled by Tri-Strontium Armor for good alignment. If you actually got the tech it would add 5% to all ships hit points and you'd be able to see Arnorian Armor under the mass driver defense tab in the shipyard.
A single weapon type on a ship is better than multiple types because defense is rolled against each type of attack. So when a ship with two weapon types fires on a ship with defenses, the defenses count twice. I had to think about this but, yes, this is the reason it's not good to use multiple weapons types on a single ship. There are situations in w
I think that you should be able to use a tech traded for or stolen by invasion or espionage even if you're the wrong alignment. After all, you can capture a planet with an alignment specific wonder or super project and gain it's effect even if you're alignment is wrong. I've seen this work with both the mind control center and the artifical slave center. But it is interesting that there are no alignment specific trade goods.
I hadn't noticed the starbase part of this, but I was under the impression that in v1.31 the "we know what you're doing" trigger for war had been improved to avoid false positives. If so, then I respectfully submit that it needs a bit more tweaking. I’m in the middle of a war with the Iconians and I have a stack of fleets consisting of 4 fleets of 19 fighters each and 3 fleets of 11 transports each. These are located pretty much dead center of a small pocket of my own influence area tha
Have you noticed that the only thing it's politically correct to hate is Microsoft? Oh yeah, I mean Microsoft and smokers. So if you'll excuse me I have to stand outside in the rain and grab a butt. Actually, I haven't had a smoke in over five years now but I still enjoy the smell.
AFAIK military rating is the sum of attack plus defense plus hit points. So they should count for 6 points each.
After thinking about it a bit, if I was forced to pick a race other than Torian or Drengin, my ability picks would be 30% economics for 4 points, 20% morale for 3 points and 30% pop growth for 3 points. So I guess on that basis I'd have to conclude that I felt the economics and morale picks were more important, but I think it's kind of dictated by the points structure. If I had the option of getting, for example, 20% econ for 3, 15% morale for 2 and something like 55% pop growth for 5,
I just think that using 6 points for an ability that will only be effective for a small part of the game is not the best use of those points, when the same effect (i.e. colonies profitable earlier) can be achieved with 3 points in morale (enabling higher tax rates), & 3 in economics - both of which are in effect for the entire game. I'm saying that y
And can u tell me, what score did you get on that game u played and at what year did u end it??, cuz Im still playing that game from the other thread but Im not going to finish it till last week of december 2234 to get the best score, and I still think it wont be a big score at all, Im only getting 7000 of profit a month, compared to some other post I saw on the forums 1 t
I just noticed this but I used to surf the forums by simply clicking on Everything under Forum Links from the GalCiv2 home page. Another way of doing (almost) the same thing is to click on the Forums button then click on the More Recent Posts once there. If you use the Everything Forum Link you don't see any new posts from the GalCiv II News, Modding or GalCiv Dev Journals forums. If you use the Forum then More Recent Posts path it seems you actually see everything. Yo
Actually now that I think about it the 70% pop growth bonus is really pretty useless. I don't see why anyone would chose it. I think the cost should be lowered to 5 or even 4. I think folks are missing the point. The benefit of 70% growth has absolutely nothing to do with getting large pops or even with your home planets ability to supply colony ships during the rush. As I said before, I chose
Its a different game for everybody, with many different strategies to win the same game. Absolutely correct. I'm not trying to pick on you and in fact I've always done exactly as you describe. It's just that I don't have a good reason as to why other than that's what I've done in the past and it's always worked. Actually, I don't think this i
Yes Mumblefratz, having 1 and only 1 type of weapon is better than 2 or all 3 put together on 1 ship. No offence Monc, but why? I'm still waiting for a reason other than this is just the way I've always done it.
Pretty big assumption I think. Unless I am mistaken, the damage made by a weapon is: Yes, if the opponent has defense in one of the categories then of course that weapon will have lower odds of damage, which is kind of my point about using multiple weapon types in the first place. What I was saying in the section quoted was that all things be
I think I'm really more talking about late game ship design, though there is no reason why it shouldn't apply earlier as well. It seems with miniaturization fixed it's easy to get late game single weapon type attack values into the high hundreds even thousands. Clearly its one way to go but the need for such high values of attack could only be to counteract correspondingly high values of defense. I thought that perhaps it could be as effective to build a ship with 300 attack in each ca
I love it I truly hate Microsoft I'm dreading Vista
select good targets and make your attacks count. You'll find you can often have a much more dramatic effect on a war by capturing a few key planets all at once That's a good tip. I usually sweep through my opponent capturing every little planet so that I don't have any issues with planets behind the lines that could launch ships to attack transports a
The question of whether it’s better to use a single weapon type or whether it’s better to split the space allocated to weapons (on an assumedly large or huge hull) between two (or more) weapon types, came up in another thread. I wasn’t sure, if you had more than one, whether all weapon types fired each round or whether they cycled. Kryo didn’t seem positive (AFAIK) but felt that they did fire each round and it was the animations only that cycled round by round. I verified this tonight
Still, it is pretty annoying to have a civ infiltrate your empire by colonizing all those puny planets you ignored, as it blows your sector influence, for one thing. I understand the feeling, but it's also a benefit to conquer a bunch of planets without firing a shot and without having to expend your own population as troops to eliminate the planets
I just posted a thesis on the subject of racial ability selections in the following thread. Take a look if you want my opinion. WWW Link Basically, I think the 70% racial bonus is a must have. I also think the 30% economic bonus is a must have and the 20% morale bonus ia a must have. The problem is that this represents 13 racial ability points worth of "must have" abilities, but you only get 10 points, so somethings g
Continued ... I personally think the best all round choice are the Torian, they get a free 25% morale bonus which is better than you can buy. They also get a 10% luck and 20% courage bonus which are a bit intangible. They have decent starting techs but are missing Ion Drive. The single reason to take them is the 25% morale bonus. In this game “morale is money”. The Torian start out pretty good (80 out of 100) but I often like to make them evil just for kicks. The Drengin are an
please give me more ideas and why. Thank you very much Kblore for your insightfull posts. Actually, I had written a response of about 10 paragraphs yesterday but Internet Explorer had detected a problem and had to close (I truly hate Microsoft). I spent over an hour (twice) writing this up so I hope someone actually reads it. Also, listen to Kblore,