yea.. i wondered if the econ starbase helped with the mining roids income. it didnt mention it in the manual when i looked it up last night, and i was curious. the manual only mentions the trade routes and then production for those. I am pretty sure the econ bases work on upping the production (both military and social) of any planet in thier area of influence AFTER all other bonuses are added in, which would include anything gotten from a mini
Deathgerbil
As it is, with trading set to off, the other races rarely seem to research Alliances, which means, even if you research it, you can't create an alliance. You can give away the alliance tech to the race you wish to ally with. This also makes that race upgrade your diplomatic status with them. Not if you have tech trading turned off, or at least my game won't let me do that.
True, but he does use asteroid mining, they would boost that as well, but yeah, it might not be that big of a deal with his building style.
I would like to see an expansion of the tech trade options. I currently play with the trading off just because it seems unrealistic to me that the races trade with each other far to freely, even when they have neutral (or worse) relations. This may just be a perception error on my part, but that it what it looks like to me. I would like to be able to tweak the tech trade to be able to say no tech trades unless races are in an alliance, or maybe turn individual tech trees off, for i
so i began to use them tactically. economy bases dont seem as useful when you have zero trade routes. JP I would suggest you re-experiment with this. A fully modded (for econ bonuses, not trade) gives one heck of a boost to production values (military and social) for all planets/mines in thier influence area. Other than that, I like what you came up with, and yeah, the point is to have fun.
(I'm watching you, Dregins) Oddly enough, I WAS the Drengins... And, just out of curiosity, how does one access the debug.err file? Taken from another thread for your convenience. Please go to C:\Program Files\Stardock\Totalgaming\GalCiv2 (or wherever you installed the game at), open the debug.err file you find there in notepad, and copy/paste the contents into
It would be nice to know. It even makes game sense (to me at least) the UP would certainly want to verify who was giving what to make sure no one was cheating (I'm watching you, Dregins). I would like to see the "Report" come up showing what you gave and what each civilization "donated".
Playing without the expansion would make it easier to learn the ropes, because it gets a bit more complicated with all the new stuff. However, the expansion turns it into a much more fun (and richer) game. Is the expansion's campaign significantly harder that DL? Or does the DL campaign provide a more gradual introduction to the game concepts? I just played the "quick start guide" in DA and didn't have too much
Haven't attempted that yet, my custom race is ecomonic based with low diplomacy. I have done the "suck all the tech from a minor and then destroy him that same turn" thing, but it seems rather cheesy to me. So, I just turn the trading off.
Genre to be reborn: Soon enough turn based strategy games are gonna fit into this category. It seems they are dying (thanks Stardock btw, GalCivII is new to me, but enjoying it!!) Too true. I would like to see a turn based strategy of WWII. Axis and Allies is too simplistic and the few other strategy games based on this period are real-time or massively complicated like World in Flames, with a rule book approaching 6oo+ pages. Good God m
I guess you're right, maybe. But in the real world I would use a gas mask against germ warfare... . I'm beating the Korath right now anyway (in normal) <IMG id=ImageResize_Image_5 src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" onload=ImageResiz
3) Allow rally points to dragged by selecting them and then dragging them while holding down the control key. As my cultural borders expand it would be easier to move invasion staging waypoints then to have to create new ones. You can move a rally point already, all you have to do is click on it, click on move , and click where you want it. Or were you just wanting the move to be a click and drag ? I think the current move works p
Just a few thoughts on some "would be nice" changes On the new races ideas, someone was talking about more individualistic races. One way I can think of to help would be specific tech tree research bonuses, like the Dregin getting a bonus to any research done on say Beam techs, or the Terrans on the Diplomacy tree. Along with this you could split up planet colinizing types the same way. Terrans get normal and aquatic from the start, another race might get heavy g, etc. This wo
I guess you're right, maybe. But in the real world I would use a gas mask against germ warfare... . I'm beating the Korath right now anyway (in normal) . </di
Are you trying to play the campaign ? IIRC you HAVE to be the humans for the campaign.
I have a more basic question about economic bases (not on an economic resource). You build one the first one and it does nothing. Add another and it apparently gives you a 5% bonus. Bonus to that planet's income and all of those within its sphere of influence. If you add more constructors to the original, do you just get added defensive/offensive/sensing capabilities? And no more economic bonuses? I guess you buil
Again, yet another successful way of pursuing victory. Really it all comes down to what you are comfortable with. Me I tend to be more concerned with keeping my ships at peak perfomance versus my opponents, which makes research a concern for me. I play with no tech trading, which makes it even more of a concern. The no tech trading is just how I feel the real world would be like in a galaxy of opposing sides.
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"First: do NOT add offense/defense modules to the resource base. This makes it the lowest priority in any attack. This can also allow you to not research the techs for these improvements, which allows you to concentrate on better ships (or any other tech area). " I've had a lot of success with a different strategy. Build up your starbases' defensive and offensive capabilities as rapidly as possible. This enab
i think i'd also make morale a lower priority. getting 2 or 3 morale bases makes a huge difference, but after that the bonus caps and other bases are just backup. as for research resources vs. econ/trade bases - it's really tough. both boost production in the end, but obviously research resources don't boost industrial production. they, however, have a global effect. losing one econ base in most games doesn't affect my empire all that much, but in a tight tech
Don't sweat about the stargates disappearing Deathgerbil. They would pretty much work like starbases. The Public Stargate would increase travel between worlds giving a huge boost to the economy and Diplomatic relationships. While Military Stargates would allow instant teleportation to any other Military Stargate you built. Althought using tthe Military StarGate would most likely start a War. Still, does anyone have suggestions for my Education Idea? <br
It makes them like wormholes, but being something that stick around afterward makes them a pretty unique resource. Maybe a piece of terrain that can be used by anyone at any time? Then you sort of get a version of the wormhole from DS9. Gah, I did not know that they disappeared, I never used them. Sorry, only been playing for about a month. So, then making them a resource might be workable.
:Military resource 2:Economic resource 3:Morale Resource 4:Strategic econ/trade bases 5:Influence resource 6:Other non-resource bases. what about research resources? (i'd probably place them as a tie with #4) Oooops yeah I think they would come before 4 as well. Then again, it would depend on how well you are doi
The line the Iconians give me sometimes is funny also. They will come to me and whine how the war vs. anyone is going badly and they wont last very long. I give them 100 BC and they give me the line about happy hampsters dancing in my name. No wonder the Iconians suck... To which I always respond "I'M A GERBIL YOU MYOPIC FREAKS !! SEE THE TAIL ?" Hamsters, bah.
Wasn't part of the backstory on stargates that it not only took ten thousand years to move them from one star system to another, but that: 1. You can't turn them off withhout risking the nearby star going nova? 2. It takes years just to pass from one end to another? Either way, it sounds like hyperdrive wins in every way, shape, and form. The biggest issue, as always, is: can an AI be programmed to use them effectively? I wonder abou