Of course if you are being diplomatic or dont want to invade that race, then that strat doesnt work too well I play diplomatic: Influence Starbases
DonAtreides
Otherwise, I wait until I need said tech to invade an enemy world. Actually, (and you probably know this) you don't need X Colonization to invade X planet - you can invade any planet - you just have 0 production until you get the X Colonization tech.
Supposedly your tax income is proportional to the square root of the population on a planet. With that in mind, what would be the best population-to-farm/entertainment structures, assuming that's all you built? So let's say that population is 600M. The income would be ~24bc right? What's the maintenance on a basic colony vs. a farm vs. an basic entertainment?
Here's a quick question: Do larger or faster freighters yield more money?
Personally, if one of my planets was attacked, I'd expect some planetary damage even if I won, it only makes sense. But if you were to do that, you'd need to give the player more options in defending. It would be cool if, like the attacker, the defender had different strategies for defense. Another idea would be (and this may already be the case) if the planet being attacked was within the range of a Military Starbase, then it gains the defensive benefits of that starbase during the inv
you can get the same results with two colony pods While, that's true, it's more expensive per colony ship. I've designed a fast colony ship with 1 colony pod and the fastest engines I can put on it. Then I trail it with a troop transport with 3x adv. troop pods and big engines. I can simply re-use the troop transport, but with the colony pod, I loose the ship when I colonize a planet.
Ironically, I don't think I've seen a Precursor mine yet, just a library.
The problem is that as your planets upgrade their improvements, the icons change. If you're managing 10+ planets, it's to assess quickly what you've built on a world. It's mostly a speed thing. Also, if the icons are intuitive, it's easy to learn which structure does what. Maybe a hammer for production, a bag of gold for economy, a loaf of bread for farming, etc.
Mass gives energy organization. So, no, I don't think it's possible for there to be any "thing" made out of energy (except energy itself of course). I think the nearest thing to "ascention" that humans or our descendants can hope for is the ability to comprehend things such as advanced physics - things that our existing evolved minds have trouble with. Like the scale of the universe or the wave-partical nature of matter (like electrons). Heck, if we evolve to the point where we all use
Ok. I'm a dork. I found the place for suggestions. I've copied this post there. https://forums.galciv2.com/index.aspx?AID=157807
My suggestions to the developers of GalCiv2: 1. On the planet screen, each of the icons represents an improvement. Though the graphics are pretty, it would be nice if they had a little mini-icon in the bottom left of the icon representing what TYPE of improvement it was. Like Research, or Economy, etc. 2. On the same note, it would be nice if the improvement icon had a mini-icon on the bottom right showing how MUCH X the improvement was generating (research points, money, etc.)
Ok, I can't find an official place so I thought I'd just start a thread. My suggestions to the developers of GalCiv2: 1. On the planet screen, each of the icons represents an improvement. Though the graphics are pretty, it would be nice if they had a little mini-icon in the bottom left of the icon representing what TYPE of improvement it was. Like Research, or Economy, etc. 2. On the same note, it would be nice if the improvement icon had a mini-icon on the bottom rig
I was experimenting with double- and triple-colony ships, but I like this idea better. I'm going to "ferry" my population around. Also, I think a colony pod carries about 250 people where a troop transport carries like 1,000? Thanks for the idea.
I've taken a few of these suggestions and they seem to work for me (granted, on the beginner level): 1. Create your own colony ship with sensors to explore and colonize at the same time. 2. Skip the 4 PQ Planet next to your main planet and look for something better. 3. Play with the Large or Huge maps to give yourself some time to build up an infrastructure. 4. Specialize your planets if possible for the best return. I.E. make some planets pure (well, mostly pure) research p