Actually, I don't think that getting AI and human ship speed more evenly matched is really going to change that much. I also don't think it matters if this accomplished by having a slowdown effect or by just having the AI build faster ships. In either method I think the net effect would be for the AI to set ship destinations exactly as being done currently, they'll just get there relatively sooner. I've seen many instances where I've just conquered a planet and don't have a ship in orbi
Mumblefratz
No Tertullian is correct. When your factories are producing something it costs you 1 bc per each SP or MP produced. This 1 bc comes from your total income. When your factories are idle you simply save credits you already earned. Your net income and therefore the amount of cash in your treasury increases but you aren't earning any extra money. If you do this consistently it implies you have excess production capacity that's wasting money because you still have to pay maintenance costs on your idl
How so? If you use a special tactic and win then there's no change anyway. If you use a special tacic and lose then at least you do some damage, and unless you knew you were going to lose when you attacked you'd must have been willing to damage the planet to use a special tactic in the first place. Yes. You can make the first attack knowing and wantin
I have screenshots of the economy bug but, don't know how to post them... There's a sticky that describes how to do it, follow the link below. I usually size it to 1024x768 (fits in the forum OK and is legible) and use the direct link that imageshack generates. WWW Lin
OMGWFTBBQPWNd It's not so much that you used this ridiculus string of internet slang but that I understood what you meant without having to goggle it BTW isn't it OMGWTFBBQPWNd?
Things have changed from v1.2 to v1.31 but being new to the game you probably have only played v1.31. Getting your economy going has always been a issue with new players (as well as old ones just getting used to the changes). You need to balance the rate at which you colonize new planets with how fast you can get them productive. But if you colonize too slowly you fall further behind the colony rush. I recommend that you build either a market or advanced market before building
Is it because the Thalan and Terrans are the only ones pictured, but the Iconians still have a crap load of votes? No, can't be that, Fuels Chief IS the Iconian Refuge. I wish UP questions like this would be broken up i
I think we need more information on what's the issue. If I had to guess it's the sentence "Please select an option to vote on" that ends in a preposition and should be "Please select an option on which to vote".
This should also provide more incentive to use the special invasion tactics, even if you lose you should cause some damage to the planet. What do you think? Actually, this would cause me to use special invasion tactics less than I do now. I always go for military conquest so sooner or later the planet will be mine. I'd prefer to damage it as little a
By building a couple morale buildings on each planet, or 4 in a system shared with enemies, I can convert a few planets the computer was able to colonize before me. Morale doesn't directly affect your influence. The indirect effect higher morale has is that your population can be larger which does increase influence. If your talking about the occasion
I just noticed a star system in my current game called EULA. It had no planets so couldn't appear in the colony screen. I assume this is End User License Agreement. I guess there are a lot of star names to come up with, but EULA? This prompted me to look for other amusing/interesting star names on my map. These are a few I came up with. Algore (Al Gore) Begle (Cari) Bilbo (Baggins) Bond (James) Bullwinkle (Moose and Squirell) Chebychev (Russian mathematician
I've done this as well. There was a thread about this a bit ago. WWW Link It was probably suggested too late to get into v1.3. Also it's probably not high up on the list of things for the future. The only suggestion I have is set your autosave so that's it's a bit more frequent so that if you mess up you don't lose as much. Also I now tend to use quicksave a lot more frequently, particularily if I
Is GalCiv II resource hungry? How realistic is the PIII 800 mhz requirement? I actually play GCII on a Celeron 900Mhz to no ill effect. I have issues with slow turns towards the end of the game if I have 1000 ships on autopilot at the same time, but it's definitely playable. Your video card performance is probably a bigger concern. I had to go bu
Come on B.C. Space Orcas, have at them...its more exciting now we have competition... Yes the competition is exciting. Eighteen out of the top 25 are Diplomats or Orca's. This is going to be fun, regardless of how it turns out. Good luck all.
Why not join the battle for top empire going on between the B.C. Space Orcas and those evil, manipulative diplo's? Yes it looks as if it will be a fine battle between the Galactic Diplomats and the Orca's for some time to come. Who will win? Perhaps you can help decide. Stop by the Galactic Core for interesting GCII discussion. Though the Cor
Not sure how this got off the main topic of the nerf to morale buildings but basically to fix an exploit the Devs made both farms and morale buildings near useless, not to mention tile bonuses for said buildings. I would of thought they might of come up with a better way to fix an exploit then take out a portion of their game. That being said, onto other topics raised in t
Sorry. My PC went nuts on me and hung when I went to edit the post. Was afraid to try to correct it in case it did even more the next time.
I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). That's definitely a change. I wonder if this pseudo-random variation or whether it's based on a planets PQ (aside from the morale bonus a high PQ planet gets). <TABLE cellpadding=8 width="95%" align=cente
I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). That's definitely a change. manually cancel the upgrade On
I'm saying that with the same morale bonus's and same population -- planets will have varying approval ( more so than I noticed pre 1.3 ). That's definitely a change. manually cancel the upgrade On
I was putting the extra pop in transports and then was just going to offload it back on the planets at the end. Cute. Your probably wrong and your probably not gonna like it -- it varies a lot from planet to planet --
I was going up to around 30T total pop with just 379 planets 30T / 379 = 79B per planet. That's impressive. I'd ask how you managed it, but regrettably it no longer matters.
However, it generally *is* better to build them near the home planet because freighters get an income bonus just for being near their destination planets (at either end). That way you end up with a bonus acting on a bonus! Also, if you're going to have an economy starbase for trade purposes you may as well add the modules that give your planet bo
Don't know how many morale resources you have but you should be able to get 21-22B pop with 100% morale in 1.2. Got only 5 morale resources. I got slightly shorted on everything except for influence, of which I have 9 (only bothered to use 4). But yeah, with the morale tech/wonders/resources, 20B is not a problem which is what I have on civilization c
In the early game when weapons have low attack strength, defenses are useful but in the late game they are overmatched by the much cheaper weapons. Say a very expensive dreadnought loaded with advanced expensive defenses attacks a fleet of several fighters loaded with much cheaper advanced weapons. Odds are your dreadnought will roll a low defense score against a high atta