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It can still be done in 4D, I've confirmed it, but the file you have to edit is the prefs.ini file in your My Documents/My Games/GalCiv2 directory, or something like that.

7 Replies 5,697 Views

Correct, though the actual damage would look more like Round 1: 0 Round 2: 1 Round 3: 1 Round 4: 0 Total damage:2

12 Replies 7,552 Views

Preconfigured versions of those aren't necessary, just research the techs required to build the bigger hulls and the techs for better weapons. Many of the low end weapons aren't worth using in large and huge hulls because of high sizemod adjustments.

1 Replies 5,201 Views

I've taken to renaming my planets if they get a major bonus Actually, if you go into the details page, the bonus will be listed there (except PQ bonuses, I think), though not seperately, it will be mixed in with everything else.

10 Replies 9,023 Views

Those numbers were averages, as there are random values in there. Even against 7 armor, with one mass driver, the pirate is still going to be doing an average of 0.062500 points of damage per round, and the damage that you're doing is going to vary widely depending on how that 15 attack breaks down. If it was 5 of each beam/missile/gun, you'd be doing 6.25 damage per round, which comes out to taking 27 rounds to kill the pirate on the average, during

12 Replies 7,552 Views

Yes, as you can buy ships at starports. Funny how many times one of the AIs has lost a starbase on a resource, and the only planet I had that was close was a low PQ planet. It also matters in that it may take a long time, but at least the planet is capable of building its own defending ships, or I can panic-buy them in emergencies. Besides, during much of my game, I've got almost every colony cranking out constructors or colony ships, and

9 Replies 11,799 Views

Two things that some people may not realize that affect this. First, a low morale does affect population. Try it, if you raise your taxes far enough, the population on your home world will actually drop I find I have less of a morale problem if I never let my tax rate go below 49% until later in the game. Set it too low, and your home world population goes up instead of down, and then you wind

17 Replies 9,042 Views

The tidal influences of the Earth's moon is significantly greater than that of the Sun due to the proximity of the moon, so I don't think that's going to happen any time before the heat death of the universe.

14 Replies 18,981 Views

What's your tax rate at? There's a big hit (becomes less noticable later in the game) from having a tax rate of 50% or more. How far into the game is this? I find that eventually my home planet population stabilizes in the 5-6B, and morale is more stable then as well.

17 Replies 9,042 Views

I research the lowest of the research, factory, or econ branch until I'm at Factories/Fesearch Centers/Trade Centers. I might go to Enhanced Factories/Research Academies before branching out my research, though. The idea is, I need the research line to be able to place the research buildings, the factories to build the labs, and money to pay for it all. Usually, I've fallen behind in the tech race at this point because I'm workin

9 Replies 11,799 Views

Absolutely, though I'm careful of what ones I do give. Better than trading techs, because they can't pass them on further and consider them more valuable. It's much easer to get military techs if you sweeten the pot with a trade good. Every once in a while, when a race, major or minor, is about to go out, I'll offer all my trade goods for all its techs that I don't have, and almost always get them. They're also nice for propping

7 Replies 4,096 Views

rogerano, excellent refinement on point two. No questions on rounding. I wasn't thinking drag and drop planet improvements, I guess I didn't explain myself well. Sometimes, I'll want to place three factories. I'll doubleclick to place a factory, then doubleclick two more times to place two more factories. The problem I run into is when the list has scrolled, it scrolls back to the top as soon as I place the first item, so I wind up placi

10 Replies 9,023 Views

ProudCanadian, the bug is that it's only displaying one of the bonuses, the Stock Market provides +15% econ, +10% Morale, and +??% Prestige (Influence, I believe). That's what the XML says, and I've confirmed it by destroying all improvements on a colony to get a baseline then buying a Stock Market.

125 Replies 47,679 Views

I agree (mostly, defense should scale a little, but not as much as engines). I really don't see any non-game balance reason for most components to scale, though I still think that the sizemod shouldn't take miniaturization into consideration and that's not an XML change. The Hull space units are in XML too, btw.

24 Replies 11,535 Views

Not sure they should be linked, there are times that I take advantage of the fact that they aren't, but at the very least, a key to center the minimap on the currently selected ship/planet, or even center it on the center of the main map would be really nice. Someone mentioned 'c' and yes that's nice, but that centers the main map, not the minimap.

9 Replies 6,692 Views

Well, I was going to do another one of my long lists of bugs from my notes, but I noticed that all but two of the entries were game balance or UI improvment suggestions rather than bugs. So, I thought that I should seperate the suggestions and not post them in the bug threads. So, here's my notes on things I'd like to see, most of which are minor changes. 1) Sizemod issues: I really think that sizemod should be based on the base

10 Replies 9,023 Views

The minor races act quirky on tiny maps. 1) The fundamentalists pop up, taking my best research planet with them. I can't retake the planet, because it's not there on the map anymore, though it still shows on the minimap. I hit every sqare, nothing stops me from going anywhere. Finally, one of the AI races invades and it becomes visible. Also note that the loss of the planet wasn't visible the turn of the event. I looked around and all

125 Replies 47,679 Views

I'd agree, mavx21, that's the best representation I can think of, except for one annoying difference between GC1/GC2 and Civ3. In Civ3, when you traded a trade good, it was for a fixed number of turns. In GC, it's forever. So either they're making their own without needing a tile to do it, or I'm still making them and giving them to them, even if we're at war. I'd be a lot less stingy with my trade goods if the recipient stopped getting the benefi

7 Replies 4,096 Views

Actually, that was floating around in the back of my mind as well, but I could remember tide-lock pre-caffine, but "accretion disk?" My mind doesn't want to get out of bed some mornings, and refuses to do so until long after the body in some cases

14 Replies 18,981 Views

Yup. a class 1 planet would be nothing but the colony tile, and class 2 would be that and a starport, if you insist on one of those on all your planets.

36 Replies 17,977 Views

Just what makes a minor race a minor race? Either an inability to expand as fast as a major race, or an inability to keep up with military, social, or research production. Or maybe because either they didn't get the blueprints to the hyperdrive. Or even possibly that they're not viewed as a major race by anyone else, so they have no influence, just the ability to resist other's influence. With that, I see several possible ways to handle this:

25 Replies 14,024 Views