Sole Soul

Sole Soul

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

[quote who="Gaunathor" reply="214" id="3080469"]Quoting Sole Soul, reply 2117. True in practice, but not in theory, as at 100 logistics starbases are free to construct. You mean, if I have a logistics ability of 100+ I don't have to pay anything for new starbases, no matter how many I have?[/quote] Precisely. However, given that your own Logistics System plus all techs (and assuming a starting value of 6) takes you to 57, you need another 43, which means c

722 Replies 1,789,369 Views

[quote who="qrtxian" reply="212" id="3080150"] Quoting Sole Soul, reply 2119. Or capture Hyperion Logistics Systems. Granted, the AI can't do this. Why not? It won't specifically seek them out, but it can certainly capture them.[/quote] This is why I should proofread my posts better. That's what I meant: The AI doesn't know how to do it, but it can happen by accident.

722 Replies 1,789,369 Views

There was a weird bug in DA 1.7 where the game lost track of how much money you had when you were rush buying things, and wound up setting your money to a few hundred million in debt. Fortunately there was also a weird bug in DA 1.7 where once you researched Xeno Ethics if you didn't have enough to switch ethical alignment your cash was set to 0 even if you were in debt, so I got out of it eventually. But with no research it took me a great deal of time, and I didn't e

3,421 Replies 8,816,659 Views

[quote who="Gaunathor" reply="210" id="3079842"]I'm not really qualified to answer this, as I rarely use influence starbases, but maybe an accountant-approach can provide some food for thought:[/quote] 1. Only a valid assumption if the values per module haven't been tweaked; otherwise you're looking at 5 useful modules plus an initial constructor for 6 total. 2. With decent industry it should be perhaps two or three turns, but okay. 3. As influence is a square ro

722 Replies 1,789,369 Views

So, I should never research anything... Sounds fun! Actually, I've been playing Europa Universalis III off and on for several months, and I've gotten to the point where I pretty much only play as nations that are supposed to be doomed from the outset-South American pagan tribal nations, Albania (one province minor) at war with the Ottomans at the fall of Byzantium, etc. But there's really no parallel to that in GC2, aside from playing a minor race maybe, wh

3,421 Replies 8,816,659 Views

[quote who="Neilo" reply="3278" id="3079619"]SS, not at all keen to join in on some straight up gaming are you? Be nice to have someone else join the game chat and have another game going we can hear about?![/quote] I'd love to; KP was starting in on these as well when his system died. But I've got a project in GC2 at the moment, plus an RL project that's taking precedence even over that and may well tie me up for the next several months. - Thing is,

3,421 Replies 8,816,659 Views

[quote who="MottiKhan" reply="3276" id="3079155"]That's something to think about. Maybe using just a couple of fast huge hulled beasts and upgrading them as time goes on. I'm thinking the experience upgrades should make them legendary after they single handedly take on entire empires. That would make for a rather long game, but the resulting ships would be incredible.[/quote] Experien

3,421 Replies 8,816,659 Views

Given the situation my family was in, I did well to complete high school. Not all of us are so lucky to have gotten the opportunities that we need; LightStar's post is one such case in point. Also see Wizard1956's post; spot on. But that doesn't mean that we're not willing and able to do what is necessary. While I do think it's a bit of a sweeping generalization, I understand and agree (in principle) with your perspective, even though I've nev

131 Replies 382,431 Views

IIRC, PQ ability only affects ownership. That is, a PQ10 with a 10% bonus will be a PQ11 for them, but a PQ10 when you take it. Haven't tested this in some time, though. With 5x morale resources, all morale techs, all morale trade goods, and 10 inherent morale, you don't actually need any VRCs, though they can help with levels needed for growth.

3,421 Replies 8,816,659 Views

[quote who="JediMastr" reply="9" id="3076213"]To solve a technical problem, support switched me from my three individual games to GalCiv Ultimate since it contains all three games anyway. However, the launcher has no chapter option so how do I move between chapters?[/quote] Use the chapter-specific executables in the game's program directory, e.g. C:\Games\GC2Ultimate\GalCiv2.exe, C:\Games\GC2Ultimate\DarkAvatar\GC2DarkAvatar.exe, and C:\Games\GC2Ultimate\GC2TwilightoftheArn

13 Replies 9,791 Views

[quote who="Neilo" reply="2" id="3076135"]You can tell what level any planet is by a colored attached to the planet. Red = Cannot colonize - You do not have any of the extreme techs required. You can still invade, but the planet will be useless till you get the necessary extreme tech. Yellow = Colonizable - You have the first level of tech, your efficiency is 50%. Green = Colonizable - You have the full required techs, efficiency 100%.[/quote]

8 Replies 10,119 Views

The only effect is that your industrial (military and social) efficiency on the planet type in question is improved by the stated amount. That is, 0% industry at level 0 (say, if you invade), 50% industry & the ability to colonize at level 1, and full industry at level 2. This is multiplicative with all other industrial modifiers, so it's exact, barring truncation. There is no other effect.

8 Replies 10,119 Views

[quote who="LapinDuracell" reply="3" id="3075810"]on a small galaxy[/quote] Tourism income is determined based on your influence level (IIRC), proportionate to the total population of the galaxy. If you're not seeing a late game increase, you're either not getting enough influence, or the galaxy isn't getting enough population (which generally means you're not getting enough population, as no AI is particularly good at it), or both. And a Small galaxy, with

4 Replies 6,072 Views

[quote who="NRSONE" reply="13" id="3074746"]Two final questions when I do get a chance to play. When one rips apart the Defender you are allowed a free Particle Beam, Sensor and Basic Support -- a bug? Foreign Influence Starbases: Concern over the affect of a foreign influence base--- can you counterbalance the effect of the foreign starbase with one of your own in the same area without giving up an available square on a planet to an embassy? (I don't want to s

19 Replies 20,542 Views

[quote who="Avalastrius" reply="20" id="3074201"]Thanks again people. Is there any way to see my population growth rate at DL? I can't seem to find it anywhere. edit: Also, any tips on how the sliders (miliatary, social, etc) work? I can't seem to pin down why my bc go up or down when I move some sliders.[/quote] Population growth in DL is a value of between 3 to 7% (Torians are the only 7%) up to a maximum of a base growth of 75M popula

37 Replies 43,754 Views

Small corrections to Tolmekian's answers: 1. 20B population is the highest you generally want to take it, with 5x/6x +39 morale resources, trade goods, tech, for DA. Mining resources can go higher in TA, but even with +78 resources (Thalan tree is the only one that can get quite this high), you'll only be able to handle about 22B, without having to lower your tax rate significantly, and/or needing far too many VRCs to be worthwhile versus stock markets. 2. Trade

19 Replies 20,542 Views

Just to be sure, I went ahead and checked the formula with my TA, on myself and my opponents, and it's accurate to within 1%, which can be explained by truncation. The one oddity that I discovered is that while the default settings for Normal are 70% economic power, it seems to be running at 100%. However, as this modifier wasn't even accounted for in the first place, it fails to explain the results you're seeing. I suspect you've run across some sort of bu

10 Replies 55,888 Views

@Neilo Definitely 3x for research/industry on Suicidal. Doubtful, yeah, but it's possible they've set the AI from 160% to 200% econ. This is in the TA subforum and references disabling events, so it's TA. But no, even editing the raceconfig files wouldn't produce the results shown, considering we've been given the numbers on morale/econ (both planetary and civ-wide) for both races in question. Econ boom has a civ-wide effect and so d

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I wasn't suggesting you were a moron, but you have no idea how many people miss things like that. I don't know if I've made myself clear-both the AI's numbers and your numbers are wrong for the values you've stated. Hence, you must have provided either incorrect information, or simply insufficient. I took my best stab at it, assuming insufficient. You have [b]mega[/b] events turned off. There is no way to disable or otherwise modify normal

10 Replies 55,888 Views

You haven't given enough information to answer the question. It's not relevant how much population capacity a planet has, only how much it population it has that turn. Based on your numbers, I take it you have 5.58B population if Imperial, 4.61B population if Interstellar Republic, 3.87B population if Star Democracy, or 2.847B population if Star Federation. It looks like the AI has gotten an economic boom (double taxation income, doesn't show up anywhere),

10 Replies 55,888 Views