Oh! At last I've been able to fix my original thread! Anyway, you know? The only party that with which I don't feel confident, except the war party, is the Populist one: its diplomacy bonus look as a poor matter if compared to the other ones! I have tried to use it but I barely feel it. Especially with Terrans, my planets will still need 3 virtual reality centers to be at an average happiness when nearby to 18.000 or 20.000 citizens, so it is like not having that bonus at all. <p
0rion79
I've tried to make a search in the forum, but I've only found threads about modding P.Parties, so... the question is simple: which one do you like more and why? Federalist: 20% economy bonus Industrialist: 20% social/military production Mercantile: 20% espionage/trade Pacifist: 10%social; 20% influence Populist: 10% morale, 10% Diplomacy Technologist: 20% research, +1 sensor range Universalist: 5% Economy; 10% Defense;
Until now, I've had the tendency to equip all of my non-combat units (colony ship, advanced transport tropps, space miners and constructos) with the fastest engins that I could afford both thanks to miniaturization tech and new drives technologies. As result, I've seen the following effects: - ships become extremely expensive to build and mantain - only the most powerful planets can build them at a decent speed - faster are the ships, lesser is the time that th
[quote]Actually, the description above lacks some of the improvements one can built after researching Xeno-Ethics. Neutral also have "Neutral shipping" which adds some trade routes (and I think, a bit more money out of trade...). by the way, don't confuse the 'Temple of Neutrality' (which gives some additional tourism-income) with the 'NLCs Neutrality Learning Centers' which are labs.[/quote] Yes, I know. That one looks really good. I must say that, over all, Neutral looks the most po
Galactic Civ 2 is really a great game but there is really a lot of confusion coming from misleading text and nonsense buildings or tiles (including the +700% food bonus) or like Galactic Resort or Police Station. As I've stated in another topic, those unique buildings are less productive than non-unique ones, but can't be replaced once built. I wonder why Stardock/Kalipso didn't fix it with the 2.X release. Another thing that, imho, generates confusion is that some "tribe" buildings d
Well, not willing to emulate Futurama's Zapp Brannigan "heroic" acts to defeat neutrality in the universe... Actually, this is the only left thing that confuses me in GC2: it is not a matter of what to choose, it is just that I can't evaluate the value of the bonuses coming with Good or Neutral alignment. Both looks quite valid but, in the whole, Neutral looks superior. Good: Citizens are more loyal and less likely to <a class="mw-redire
That's great. Then there is absolutely some nonsense about having 300% or 700% food bonus tiles on planets, if I can't use them. The only way is that they must be counter-balanced by morale bonus tiles. Anyway, after playing some more I can confim the advantage of the military strategies described above (both for transport and ships), so thanks a lot to everybody :)
[quote who="Maiden666" reply="9" id="2514556"]About the transport modul, well it depends. If your plan is to invade a planet with only 500 troops of course the normal modul stuck on a tiny hull is most cheap. But I wouldn't do it - because what do you want with a planet that has just a few people on it, it'll drag your economy down and the pop grow rate is really low. Better to leave some people there to get it over 2.500b people ASAP, and for that you'll need the big transports. The only rea
Well, as far as I've seen, the best choice is to use the weapons with the best damage/size ratio if I want to build some of them in a useful ammount of time. Also, about fleet tactics, I've seen something strange. Playing the Dread Lord champaign (which is nice but is also very repetitive and sometimes frustrating), I've built big battleship with the ... hm... Xalax coordinator. Not sure about the name, but it is the one that improves fleet defense despite of where the fleet is (so it
Hello, I'm almost at the end of the Dread Lords scenario and I'm very doubtful about the ships design. The main point is that I'm asking myself if it is really worthy of to put all the best stuff (weapons, defenses, engines) on each battleship regardless of their cost, because I've also seen that it is very easy to reach 1500+ cost for those ships! Even planets with 2 good industries and the plant (that gives +X% bonus) are quite slow at building those ships. Instead, I was wondering
Pobably they did to prevent confusion and loose "power" upon game's updates. Indeed, it is very strange that they never cared to fix those little, big things! But now that you have spoiled me some hint, I must admit that I really don't understand the logic of Embassies and tiles with influence bonus. If both of them use percentage values, then those tiles are basically useless, aren't they?
Excuse me, but isn't there any unofficial patch that fixes buildings? If that file is so easy to modify, then it is quite strange for me that there has been no volunteer to improve descriptions or re-balance effects. Now that we have passed version 2.0x, I think it would be a good moment to do it. Sadly, I'm not expert enough (about the game) to do so.
Sorry Kryo, but for me a savegame is a monument to my mightness with that game :) Even if I understand that it is better to have a up-to-date game rather than working savegames, I really hope that this event will not repeat in the future. I trust the fact that Stardock will cause savegames to be incompatibile with new versions only if very forced too. Thanks
Thanks a lot for answers: you've been very kind and quick in replying to me. Actually, I've tried to make some change to the PlanetsImprovement.html file but haven't had the chance to try it yet. The only thing that doesn't persuade me is the path where I've saved the file: C:\Programmi\Kalypso\GalCiv2Ultimate\Mods\Default\PlanetImprovements.xml It was the only "mods" file that I've found in the game directory. Or should I create a new Mods folder by myself following a specifi
Hello, I'm new here but I felt the need to express some doubts about my civ management here on the forum, because I really don't understand the logic behind some specific buildings. Most of my troubles are connected with farming: I know that it rises population cap, and more people = more unhappy citizens, so the need to reserve more space to happiness generating buildings, as 0-gravity arenas. Basically, I've also seen that it is not worthy of to just rise population in any planet, b
Hello, I'm just new here because I have never had the need to write on the forum. Anyway, I've just upgraded my game to 2.03 version and can't load anymore previous saves. At least, ship modules are still intact. Is there any way to fix this? I really hope that this won't happen anymore in the future! EDIT: I think it is because Orbital Fleet Manager has been permanently deleted and this is causing a game crash when I attempt to load an old savegame. Qui