quietben - It is as DoomBringer90 said. That is, Gal Civ2 originally came out as DreadLords (DL). Then, a revised version was issued, Dark Avatar (DA). Lastly, the Twilight of the Arnor (TA) version came out. Each of the three versions - DL, DA, and TA, for short - have different features, mainly adding features and complexity with each successive version. I have played DL and DA, bit not TA, so I was not prepared to rule out that some s
LTjim
I knew that DL and DA were as you described, but I was not sure if TA was also that way - - hence my Q. In short, in SEIV and MOO2, one could demand a surrender. One cannot do that in GalCiv2.
Is this DL, DA, or TA? And, what revision?
Try going to the ship design screen and see what hull sizes are available to you.
I think one loses the trade good effects when one loses the planet. It should be easy to test, though. Build one, write down stats, then gift away the planet, then check the stats again in a turn or two. There is one Trade Good that is glitched/bugged (DA), IIRC. That is, you can trade it to another race, but it does not get the benefit of that trade good.
In long wars with the largest galaxies, I have captured multiple capitals from an empire that had never been in a previous war. I have assumed that the empire built another capital soon after I captured a previous one. A similar DA trick is to build the MCC on a low PQ planet for the eco bonus even though it actually prevents almost all culture flipping. T hen, when you want to flip some planets, pull off all but one in population from the planet wit
The trick of building deliberately cheap ships at the high ship bonus world and then upgrading it is most often needed when the high bonus planet is low PQ. That is, the best use would be to build one ship per turn or, failing that, one ship every other turn. So, one would work backwards from what the best ship could be then upgrade it the rest of the way. Since upgrades are costly, getting as much cost into the ship during construction to reduce upgrade costs can yield su
(Various ones to human.) "At last we meet! I have read a lot about your species. In fact, "To Serve Man" has become my favorite book." Then, after first contact: "Oh, it's you again. Is it true that human livers can mass over 2 kilograms?" or "Oh, what a coincidence. We were just discussing extremity meats. Do all humans have four limbs?"
The ship bonus is applied to the attack and defense factors of all ships built on that planet. Note, that the ship will carry that % bonus forever. That is, if you build it with 10 attack and 10 defense, it will begin with actual 15/15 then when you upgrade later in the game to 100/100, it will actually be 155/155. Additionally, if you build it with a one point weapon and defense, it could still be 155/155 later when upgraded. One of the Holy Grails
Not 1%! The bonuses are signficant and really stack up! I think the first red module adds 4% and all subsequent ones add 5% for a total of 39%. The later modules only become available when one researches certain technologies. Still, if one has three red bases with all the modules, one has doubled all attack and defenses for all ships everywhere!
By "military resources," do you mean the red resource anomalies? If so, those bonuses are appiled to your ship attack and defense numbers. When attacking - or being attacked - the first thing to do is eliminate the other empires red bases. In fact, when planning to declare war, a good tactic is to create an attack fleet for each enemy red base and to send along with each such fleet several constructors. Thus, your opening move is to take away their bonuses and increase y
qrtxian - Good catch!
When you begin a game, it asks for you to make several choices. When you get to the screen to set up your race, you choose the custom race option. I have made several such races, and sometimes have them as opponents. Have you tried settijng up a custom race, starting the first game turn, quitting the game, then coming back in again with a new game and checking to see if that race is an option at the end when you pick the other players?
Tharios - Your paragraph #1 - more opinon stated as fact. Your paragraph #2 - more opinion stated as fact. Your paragraph #3 - more opinion stated as fact ("it would be more cost effective"), and I never stated in my response to you what sort of structures might be necessary. Indeed, if you refer to my post close above, you will note that the necessary pop density for the Australia-sized continent would be half that of 20th Century Hong Kong or Singapore. W
More opinions stated as facts: "... will inevitably lead to violence..." "...will invariably lead to ..." "It's blatantly irresponsible to ...." Buildings can be deep and buildings can be tall. The limits are technological. You seem locked in 20th Century city planning. I remember reading about how predictions around the beginning of the 20th Century (~1900) predicted that cities could not sustain populations above one million because the stre
You keep stating opinions as though they are facts: "The point is that any single world cannot support more than 10 billion people without a severely detrimental impact on the ecosystem." On a planet much like Earth, one could populate an Australia-size continent just half as densely as Singapore or Hong Kong managed with 20th Century human technology, and have ~30 billion inhabitants. (3 million sq miles at 10,000 per sq mile) Why you dismiss the potent
"it's not even remotely reasonable to conclude that 20 billion people could live on Earth without consequence even with such technologies." That would seem to be a bit insulting, though perhaps it was not so intended. If one read the original post at the top of the thread, it would appear that the planet involved could be any one in a space empire, like are found in considerable numbers in the game as the population grows. The civ got there by FTL. Let me r
Tharios - You appear to be assuming that a truly technologically advanced civilization - one with all the tech we discussed - is nonetheless limited to producing food with current-day methods. Your atom-level transmutation is likely not the only tech that would suffice. Really, food items are carbon materials that have stored chemical energy that our bodies can digest. In most cases, that chemical energy was added by sunlight (photosynthesis edible p
Thanx, and YAQW! The +hitpoint anomalies, I have found, are generally worthless. After the early game, even a flagship that has spent all game surveying has fewer HP than one of the larger ships. Sometimes, just for grins, I design a real massive upgraded medium hull (same as the flagship) and convert it at huge cost just to mess around. I recommend using only freighter hulls for survey ships and pack on engines and range extending modules. In higher dif
Maybe all their parents liked raising babies? Tech consistent with FTL tech would seem to ease most of those restrictions. For example, the Earth's core is molten but slowly cooling, so just move the waste heat there and stabilize it! Or build orbit height radiator fins.
You do not need to have karma to give it. The market buildings do indeed affect only the planet thay are on. Thus, they only help much on planets with considerable population. On colonies and cash flow, go to the spreadsheet page for colonies. You can see right there in one place which ones have reached a positive cash flow. That is the signal to start more and more buildings there. I often do not wait for a positive one, just for the negative number to
Population is tax payers. Morale/approval affects population growth. 100% morale grows pop fastest, but there are discrete breakpoints. I think something like 72% is the next one. You can google galciv2 and wiki and get a ton of info there. Basically, try converting your miner to a colony ship and then settling two good planets (NOT the other one in your home system). Don't build hardly anything on the two new planets until their population grows enough
I rename only those planets that have significant ship bonuses. That is, if a planet has a 52% warship bonus, I rename it "52% Ship." I stopped renaming others, such as Manufacturing Capital, since simple sorts would list the planets by production, should I care for that. The ship bonus cannot be deduced from the spreadsheet screen.
Have you tried an All Fac or an All Lab approach? You can search the forum threads for the "how to" info.
What difficulty level? The AIs get large bonuses on higher difficulty levels. Do you have any of the anomalies (esp purple and green) developed with bases and modules? As soon as you can, get a few diplo techs early and bribe the AIs into mutual wars. You also benefit from bribing minor AIs into Research and Eco treaties.