Short answer - Ah, actually, yeah, I *have* dropped 2*1.25b (and larger) colony ships on a planet in the early-mid game range. And that's what I don't think you're processing - I lose out in the faster landgrab at the very early stage, but by the time this process get's really rolling, yeah I *Can* easily keep that many colonists going out orbit from my multiple, moderately populated but fully armed and operational battle . . . er, planets. Literally, the hard part is getting
Jonnan001
[quote who="Darkside360" reply="5" id="1935741"]http://www.youtube.com/watch?v=l46t_nrySg4 Nuff said[/quote] That's the dumbest thing I've seen this week. But then, I haven't seen anything else from Glenn Beck this week. Ah well, you can't fix stupid. Jonnan
[quote who="Annatar11" reply="22" id="1934427"] These photos were most certainly not staged. This was a spontaneous celebration of hope and life, by those who haven't been taught the politics of hatred and prejudice. I *suppose* that you could call the last photo 'staged', in the same way that you would 'stage' a photo of a family picnic when you ask Aunt Millie to put down the potato salad for a moment and smile for the camera. Sorry but, isn't that the whole point? If it's "sponta
I vaguely recall there being an option to download older versions on Impulse?
Yeah, but those two worlds are going to cost you (Spitballing here) about 3 months more in game time before they become economically viable to expand, resulting in time lost either A: population stagnancy because your taxes have to stay pegged to the right hand column, or B: production loss from breaking the deficit ceiling and shutting down production. So you may have your eight colonies out in time frame X, but my four colonies in the same time are coming online as f
I'm pretty sure the last game I noticed it was 1.96, but I'd have to find my post and check the date to be sure. Jonnan
I think you have it though - I was going "Actually no, economy *does* affect that but it's not a direct thing" earlier and couldn't remember the connection, but I've noticed exactly that on my games. Jonnan
Good lord - I'm at ~ 150 colonies in my current game, and have a heck of a time managing them. Jonnan
[quote who="Sole Soul" reply="9" id="1935427"]Jonnan, I have no idea what you're reading, but Mumble's chart clearly shows a +2 speed to your ships and -1 to enemy ships' speed, when the specified modules have been installed, unlocked from the specified techs. So, yes and no-you need the techs and you need the modules, but yes. I do believe there was another +speed module, though. For the record, and I believe this was in DL as well but I'm not positive; at a minim
As a counter argument for Sole Soul: A: I haven't noticed that 750m colony ships are that much slower to build than the 250m colonyships. If you're speeding up the 250m colonyship, then what you gain in smaller pods you're losing in other systems, plus wasting money building a Hull for each of them. You spend less per unit of population moved on a large colonizer. B: Although you may be losing some time on building the colonies, you have to remember that until your population
So *your* the guy that broke my game and made the AI's start doing the same stuff I been doing. I noticed their planets were getting better developed when I invaded - {G}. Jonnan
[quote who="MottiKhan" reply="5" id="1935277"] Quoting Jonnan001, reply 4Get one stabase into enemy territory, and Ship assist is a great cheap asset against an approximately equivalent or mildly more powerful adversary, particularly at low levels where three points of assist is doubling or quadrupling your firepower - small constructors with 1 point lasers can quite suddenly hold their own quite well against heavy fighters. I suppose I should find out at some point how those
Biggest thing I've noticed on all fronts is to just let the initial colony(ies) sit till you have more people, at least till you get "Recruiting center" - Upgrade your colony ships to 750m population pigs - They're slow(er), but I think what you lose in speed you get back in starting colonies up faster, though I'm sure some hypercephalic genius here has done the math about when speed is preferable to initial colony size. I have yet to actually try the tactic of racing towards Planetar
Get one stabase into enemy territory, and Ship assist is a great cheap asset against an approximately equivalent or mildly more powerful adversary, particularly at low levels where three points of assist is doubling or quadrupling your firepower - small constructors with 1 point lasers can quite suddenly hold their own quite well against heavy fighters. I suppose I should find out at some point how those systems 'stack' - if you have two starbases with shipp assist within each o
Losing evidently - {G}.
[quote who="elmo3" reply="18" id="1934527"] Quoting Marvin Kosh, reply 17If they have two Ascension starbases, they ascend twice as fast .... Seriously? Can't tell if your wink is because you are pulling my leg or not.[/quote] Yep - I had a game with three acension resource in easy distance. The neighbors rapidly got, ah [i]peevish[/i] - {G} Jonnan
Unfortunately I have to agree with the "Governors that can't be used between games are not that useful" sentiment. Basically, even with slow tech development, you have three stages for planetary governors, Early game, when governors ar not useful because you have Late game, when you have 100+ planets, a lot of them with similar loadouts,
Ah - Thanks! Must sell technology to unfriendy races, *then* invade - {G}. Don't like Dark Yor anyway. "Here, have these plans for a hyperion shrinker!" "Why doe you keey your plan in this wooden horse shape box human!?!" "Umm . . . No reason . . . " Jonnan
[quote who="Roxlimn" reply="9" id="1920034"]As a matter of fact, I do insist and expect that a car insured or warrantied for 10 years will continue to have that warranrty even when I acquire it second hand. Certainly, I would expect the same for an iPod or a cellphone - and I get it. A product sold to me void of otherwise normal warranties would be extremely suspect - I would not even consider a purchase for 75% value of an otherwise new car, which is the standard markdown as soon
Odd thought - if you build an Imperial facility, and you give away the planet it's on, can you build another one? Then reinvade and take it back - the evil way to do it would be to create a large Dropship in orbit and just *empty* the colony before giving it away, then reinvade when you built your next set (Can you empty it to actually 0?). Jonnan
I hate to say it, but I kinda get annoyed at the artifical 'major/minor' dichotomy. I kinda like *having* the minor races, simply bcause they *do* act as a 'terrain' in many ways, but to a certain extent I'd like to see a rationale for why they're minor races and don't colonize - even topography (Say, setting minor races in isolated systems) would be sufficient, or a setting up a longer technology tree so that minor races started lower in the tree than the majors that happened to all
I would very much like to be able to design starbases from the ground up somehow;, although I'm not sure exactly how to consolidate that with the 'constructor' system used for upgrades withut *completely* reworking the constructor paradigm. Maybe even have some form of 'size/space' system, where you could establish anything from a 'deep space outpost' that was nothing but a large sensor array and four bored analysts ("Spinward contact at the edge of sensor range moving at warp 2, desi
So, fundamentally, the reason I couldn't figure out how to do anything useful is that there's not as much useful that you can do from there as I was hoping, more like skinning than design per se - {G}. On the one hand, it's good to know that I'm not just stupid, on the other - I was kinda hoping to see if you could change a few things - the information in this game goes into depth, and I'd really love to be able to organize some things better so you could compare stuff better. <p
Is there a good place to learn about using DesktopX to modify the interface for Galactic Civilizations II? It's mentioned in the FAQ, and I've tried using it a bit, but other than moving some things around, I haven't been able to actually do anything, y'know, useful . Thank - Jonnan
There's a hard limit to how many smilies the database can handle a day 2^1024-1 IIRC. So, you see, Extant faora posted . . . ([e digicons]O:)[/e] Jonnan