Sole Soul

Sole Soul

Joined Member # 2990073
5 Posts 905 Replies 1,124 Reputation

? Have you checked the wiki? https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki Ship components are size + sizemod, rounded down (or truncated, if you prefer). So for instance a black hole eruptor (11 size, 2% sizemod) on a medium hull (48 space/size [DA/TA numbers-DL is 38]; miniaturization is not factored in after some DL version) would be 11 + (48 x 0.02) or 11 + 0.96 which-HUZZAH-is truncated to 11. Or you can try it on a huge hull (150 in DA/T

6 Replies 7,599 Views

Anomalies respawn since late DA; it was put in the game because there wasn't a point to survey ships after the initial round, which was largely eaten up by the flagships. At least, that's my understanding. Admittedly, running on rare anomalies now doesn't work so well. Which makes me wonder why we don't have an Anomalies Respawn checkbox...hmm.

11 Replies 8,553 Views

[quote]When upgrading, cargo hulls and large hulls are interchangable because they are the same size. Always have been, AFAIK.[/quote] Only in DL. And possibly very early versions of DA. What's the most recent version you've tried that in?

18 Replies 9,829 Views

[quote]What bonuses?[/quote] It varies somewhat based on difficulty level. At Suicidal it's approximately 2.64 per 1 bonus research (or 1.64 bonus). So for instance taking the Technologists with a 20% racial research bonus, and grabbing Planetary Improvements on turn 1 (which is doable even in a Gigantic galaxy due to the invisible bonus granted) gives you not a 40% and then 50% bonus, but a 105.6% and then 132% bonus (or in other words 2.056x and 2.32x gross research output respectiv

10 Replies 8,162 Views

If those planets were both colonized with 250M pop colony ships, they were not colonized at the same time. I'd guess about a ten turn difference-maybe slightly more. Your figures seem to imply that you used a 500M colony ship to colonize the second planet (or bussed pop there later on), as there is simply no way that the 20% bonus alone would have given rise to those numbers. Unless somehow that's a typo and you meant 1.5B; with spored growth that is achievable, but only if yo

24 Replies 72,345 Views

Sounds like the Plague. Research Plague Cure in the tech tree...it is (or should be) green. It's all the way at the bottom with no prerequisite techs, IIRC-but it only shows up if a plague event has occurred in the galaxy.

2 Replies 1,045 Views

Great, can't edit. And although in my case there's a way around it, to achieve the same thing, it's kind of messy. (Multiple tech prerequisites [which aren't technically supported, but do work, although they don't quite list unlockables properly] for a modified base hull.)

5 Replies 5,167 Views

[quote]But, if there is a way to limit components to one per hull, I'd like to know about it.[/quote] Seconded. I wanted to do a single engine per ship mod, but could never work out how to make the game limit a given module to one per ship; even tried copying the mining and construction modules with no success. My assumption is it's hardcoded in on a per-module basis, but I honestly don't see any reason for it to be that way.

5 Replies 5,167 Views

[quote]And there is no spoon. Sentient species taste better...[/quote] There's a fork, though! ...don't ask.

924 Replies 1,569,383 Views

[quote]The main benefit of Oxor is that the secondary planet is a class six, allowing it to contain bonus tiles. In all the other starting systems the secondary(if there is one) is of to low a class to contain any bonus tiles.[/quote]Class eight* :)

924 Replies 1,569,383 Views

[quote]The first two are 'vestigial' abilities from early in DL development that don't do anything. The latter changes the extra amounts that you pay when you use the pay-over-time rush buy options.All of the abilities are described in the modding guide stickied in the mods forum (it hasn't been updated recently, but it's still mostly valid).[/quote] Except for the fact that as of last check, interest rates still does absolutely nothing in DL and DA.

7 Replies 5,904 Views

Hmm. My apologies if this is a little overly wordy; I believe most of us are familiar with this phenomenon by now but I thought I'd mention it as it helps understand my reasoning for my suggestion. Since higher difficulty levels confer a hidden research bonus when a research bonus is present and at Suicidal in particular the bonus for such is in fact higher than the chosen bonus (previous data suggests an artificial bonus of 1.5x the chosen value, while my most recent data poin

924 Replies 1,569,383 Views

[quote]Each new planet I will quick buy a new factory then put down market labs etc again.[/quote] There's your biggest problem. Assuming we're dealing with basic factories, that's 438bc per new planet if you're not leasing, and if you are leasing it's still ~100some odd (don't remember exactly) with several BC weekly on top of that. Although the advice you've already been given is helpful, try actually building your factories instead of rush buying them (except for the first

14 Replies 45,407 Views

[quote]The only problem is that some of the nastiest events, like the Jagged Knife for example, are just regular random events and not mega events, so you can't turn them off (correct me if I'm wrong).I love playing with these crazy events myself, I never know what's going to happen next. Keeps things interesting and tense.[/quote] The Jagged Knife is most certainly a mega event, and as such can be turned off with the rest of them.

14 Replies 13,160 Views

[quote]WOW. I have seen research points in the 400s but never quite that high. Gotta work on that.[/quote] There's a thread or two around here somewhere with "record" research output planets. Several people have managed more than 10,000...and if I remember correctly someone even got over 15,000. But it's generally not worthwhile for the investment in time, energy, and credits required-and you probably won't see anything like that in a "normal" game. [/OT]

7 Replies 36,718 Views

You need to create a shortcut to the game executable, not the launcher. Same path, GalCiv2.exe. DA would be ...\GalCiv2\DarkAvatar\GC2DarkAvatar.exe and TA would be ...\GalCiv2\Twilight\GC2TwilightOfTheArnor.exe.

1 Replies 3,813 Views

[quote]Hmm... Looks like a test is in order. I would like to know for sure how TA works. I do know that in the past, each upgrade raised the total by 5%, as I count how many are left by that number. It is always x4 then x9 (as in plus 5) and then x4 and then x9.[/quote] Except that the first upgrade is 4%. The initial value is 5%. For TA, they remain the same, with the exception, as you mentioned, of not all races getting all modules; as well as the fact that the Drengin ge

7 Replies 5,365 Views

My "simple" instructions from https://forums.galciv2.com/303072 (among many...): [quote]You have 1.80e, not 1.80g. Download [link="http://files.filefront.com/Keyreg/;9530968;/fileinfo.html"]this[/link] and then run SDC to update DA. You can open it via Notepad or send it through your favorite virus scanner if you're concerned about the contents; it's clean. It changes your DA version number to 1.7 so SDC will properly update DA. Don't forget to have SDC as well as DA

2 Replies 4,495 Views

Yes, MadDjinn, SDC is reporting the version number incorrectly. (Why, I don't know.) But the fix-or rather, one way to fix it-is above in my original post in this thread. I actually thought my instructions were fairly simplistic, and exported the registry key in the first place in an attempt to make things less complicated when people run into this problem. My apologies if I wasn't clear enough. I don't honestly know why people are still running into this problem, but follow

9 Replies 6,827 Views

This is kind of general, but has overbuilding (or rather, the lack thereof) been looked at yet? Sorry if this has been addressed (I haven't had a lot of time lately to play with the betas), but as long as it's been in the game, to my knowledge it hasn't been, and a fair share of us have mentioned it. This would in particular help the Thalans, as they would no longer leave worlds full of embassies, although they might still start out with them. I know there was something else I

21 Replies 11,525 Views

[quote]I don't think they did but its possible. Thank you for the break down I didn't realize they get a %400 bonus. Isn't that kind of like cheating though? I figured I was just against the best the developers could throw at me when they claimed the AI doesn't cheat LOLZ! I should have knowned better.[/quote] "Tough" is the best the developers can throw at you (it also happens to be thought of as equal footing, as the AI's economy is run equivalent to yours and they are given no artificial

12 Replies 5,439 Views

Given my experience, I would have to say it's most definitely a percentage (try some all rare once in a while on a gigantic, haha), and as you can't have planets without stars, that factors in as well.

3 Replies 3,983 Views