I also would like to point out that a lot of the all-offense debate could be ameliorated by making defensive elements take up LESS space than offensive elements. THat way you can make an excellent counter to the all-offense navy, which in turn would have to counter by switching weapons styles, or just overcoming in huge numbers a
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GR, others, We ARE advertising on Penny-Arcade. RIGHT NOW. We had decided we were going to do that before we had even started the project. We love Penny-Arcade. And anyone who doubts this has never put two and two together, where the star system Tycho is one two, and the star system Gabe is the othe
I usually put them on all planets, even the low PQ ones. I never know when I'll really want to buy a constructor/interceptor NOW, and a low PQ planet is the only place close to where I need.
You probably won't find one in the stores, but there will certainly be strategy threads here in the forum and on the wiki.
I'm all for them. After all, it's not like the Air Force built their AWACS on a combat frame. I don't think they mess up the game balance, as if you're up to date on your patches, sensors are capped at 15 anyway. That may be a lot on a Tiny/Small map, but it's nothing on the larger maps. Heck, get the Eyes of the Universe (easy) and you don't even need AWACS, as EVERY ship you've got will hit the sensor limit.
I love this arguement. Its like if i let someone borrow my dvd its piracy, if i play it on my computer then on my dvd player its piracy. That argument is irrelevant. The permissions granted for a DVD are not the same as for a game, even if they come on similar media. <TABLE cellpadding=8 w
Neutral trade benefits my butt, the free and instant terraforming even if you don't have the terraforming techs combined with the morale boost outweigh almost any bonus any of the races have, the free evil starbase upgrades being the only thing that really comes close. Oh, and Evil does get some nasty weapons. Personally, I almost always pick the evil colonization event, then pay my way back to Neutral when I get Xeno Ethics. It's never mo
I think the issue the original poster is having is that he worked hard to get the tech to make large hulls, but no core designs turned up when he got that far. This is probably because the core designs based on a large hull used weapons or other technologies that he hadn't researched yet. So yes, the appropriate answer is "design your own." In fact, aside from the colony ship and constructor, I've never built a core ship, because I always
There's quite a lot of software out there that just plain worked without needing a patch. So, the question is, why isn't this one one of them? Alfonse, I assure you that every game you mentioned had someone that couldn't play it on release day. Unfortunately, it's your turn to be the statistical anomo
Does the Virtual Reality Center have any other bonuses? I know that the Galactic Stock Exchange has a lower econ bonus (15%) than a bank (%18), but it has two other bonuses that compensate for the loss.
Oh, the Fundamentalist, the scariest event for any evil civilization They've been around since GC1. Not a common event, but it always has serious repercussions to the game. I've seen them pop up once in my last dozen or two games.
What level were you playing on? I've noticed on occasion that the AI gets focused on starbases, but I always know that even then, if I over-upgrade the starbases, the AI will stop attacking them and go after planets.
. terraforming tech which changes the quality of planets and / or allows interesting types of buildings at, for instance, seas or whatever Actually, there's already three terraforming techs, just not ocean-floor radical. They allow more of the solid planet's surface to be inhabitable, allowing you to place more improv
I've definitely seen the AI miss better planets that it hadn't seen and colonize inferior planets instead, even when the better planet was closer. There might be a bug here that causes the AI to see through the fog of war in some games but I doubt it's a common event. There were problems with the FOW in the early beta, especially regarding games generated with Ctrl-N, you'd often see what you had revealed both in your current game and the
Diremede, that is how combat works, but the sacrificial lamb idea doesn't work. Without any defenses, your lamb will be shredded much faster than a ship with some defenses, meaning that what was a 3x3 fight will become a 2x3 fight very quickly. If your ships are focusing on the fighters, you'll probably find that the fighters aren't lagging that far behind the larger ships in terms of weaponry or the larger ships have more formidable defe
Yup, between an instant gain of 3, 6, or more tiles per planet and the morale boost, Neutral is my favorite alignment.
On gigantic maps, I'll reach a point where I'm flipping 3-5 colonies a turn, so it definitely works, but as has been mentioned, some races have bonuses that make flipping them very hard. There's also improvements that affect flipping, including one superproject that prevents flipping (of the planet it is built on).
Why buy a digital DL, when you can get a boxed version with a printed manual in a local shop, at the same price or less than the digital DL? A box that will either clutter up my desk or get thrown away. A printed manual that is in the same boat, provided it doesn't get anything spilled on it.<br/
Mine says it requires Sensors V, which doesn't even exist. Doesn't exist at this time, though it used to. Maybe they accidentally left a high-level sensor in the design when they removed the upper two sensor techs. At any rate, the tech that should be required is the one that gives you a s
It really depends. The different camera views work for different ship types. The one setting I found that really improved the anxiety feel to me was changing the speed from 1x to 2x. Not only does that mean that it doesn't take as long so I spend more time actually playing the game, but the accellerated rate of combat just feels more intense if I am paying attention to it.
Not anymore Augusten, population provides taxes that keeps the factories running, but other than that, has no correlation to production. This is one of the major changes between GC1 and GC2.
The productivity of a planet is not directly related to its PQ. Basically, you need to build some factories on the planet to get its production up.
Depends on how much room you like to have. I like 9 opponents, but even on Gigantic, that can feel cramped if the distribution is uneven. Even on Huge, I drop the number of opponents to 5. Other people welcome early contact and conflict, so they're probaby happy playing with more opponents than I, however.
So, what are the driving forces to increase population, morale? Prioritized according to my play style: 1) more people=more taxes collected 2) more people=a harder to invade planet 3) more people=more influence
Tremo, depending on your play style, it can be a very serious issue. In some of my games, I'm culture-flipping 3-5 colonies a turn. It takes two Industrial Sectors to get a colony able to build end-game improvements at a reasonable rate, so you're now talking 54K-90K BC per turn. Even a strong economy can't pull that off.