Hi! [quote]Is tax revenue the only thing population affects?[/quote] You'll find the answer on wiki: [link="https://www.galciv.wikia.com/wiki/Population"]Population[/link]. BR, Iztok
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Hi! [quote]Say I start with a race with a 40% Research bonus through picks and party. I have Labs with a capacity for 2,000 research points I fund Tech at 50% so actually only produce 1,000 points My 40% Research bonus adds 400 points I pay 1,200 bc to get 1,400 points.[/quote] Correct to the last line, but only for for DA and DL. I don't have yet the TA, so I can't check if it's correct also for that version of the game. BR, Iztok
Hi! [quote]A research bonus (my understanding of it anyway) means you get x% more research than without it. So if you would be gaining 100,000 beakers without any bonus, with a 20% bonus you'd get 120,000 beakers. This costs you 120k gold instead of 100k of course, but the bonus is still there.[/quote] Slightly wrong. In GalCiv-2 you pay only 50% of bonus, so in your case 110k BC (your "gold"). Missing 10k tech points (50% of bonus) are free. For more info check wiki on [link="https://w
Hi! [quote]So you got a whopping +80 luck. What does the difference make?[/quote] If you have a weapon that has max power of 5, it will NEVER roll less than 4. In practice the average damage your ships will do is increased by 80%. This is valid for DA. There was no mention Luck behaviour will change in TA, so it should work the same. BR, Iztok
Hi! [quote]during the mid-game, an event spawned where all the tech in the universe was balanced out - so every civilization was given 3 techs by every other civilization.[/quote] That's actually not a random event, but the vote decission of United Plsanets. Just to let you know: when I played a suicidal one game, I've been immensely gratefull for that vote, because I got some teche I badly needed, but were not on sale (for a reasonable price) from any civ it had them at that time. <
Hi! [quote]How *exactly* how does one spy on a rival for the purposes of stealing technology and information?[/quote] What *exacly* spies do know only developers (maybe ;) ). But if while you have a spy (or more) on opponent's planet(s), there's a rather slim chance it will steal one tech. Rather slim means maybe one tech in a game-year IF they have that tech and you don't. Since you can research almost all techs anyway and AIs tend to nullify your spies, becomes the useage of spies for
Hi! [quote]Unless the AI gets changed in a future update, of course.[/quote] ... or the player sells them Sensors. I've seen those scouts in one DA game. They were probably upgraded to have the survey module, and also some small-hull-based armed ships, also with survey module. Not that they got something. Starting anomalies were long gone, from those rare respawning ones I took the most with my speed 6+ surveyers. BR, Iztok
Hi! [quote]5 of my planets are at 20.0 billion citizens... If i keep my taxes at 49%, they're happy enough, but when i raise the taxes to 59% the aproval rate turns red on those planets (and 90-100% on every other planet i own[/quote] Make those 5 planets 13B, increase overall taxes to 79% and check again the situation. IMO you'll be plesantly surprised. BR, Iztok
Hi! [quote]In playing GalCiv2 (ToA) there is a lot of information that I, as a player, can glean from the board... Now the computer AI can do all of that, every single turn![/quote] True. But what can AI do with that info? Remember that AI has to be told (with program code) what to do in just about every situation, analyze every possibility, check every possible response. Computers can crunch numbers. That's what they are made for. But without proper code they are just ultr
Hi! [quote]Every time I have a ship on my screen, though, the game slows to a snails pace... Is there something I can do to make it run better, with the shiny new graphics turned on? [/quote] I'm affraid there's nothing you can do. IMO your graphics card is simply not strong enough to render all the 3-d ship graphics fast enough. At least I had the same issue with my old Radeon 8800LE card. I solved the problem by making tactical (icon) view my default play mode. BR, Iz
Hi! [quote]I always have trouble with keeping my population happy[/quote] You may find the wiki article on [link="https://www.galciv.wikia.com/wiki/Approval"]approval[/link] usefull. BR, Iztok
Hi! [quote]But when I click on the Update button that is connected to the line for DA, nothing happens![/quote] Might be a problem with SDC settings. Try swappig the server (Tools / Settins / Internet / Server) - just choose another one. BR, Iztok
Hi! [quote]in Galciv 2 Dark Avatar, there is no visual range indicator[/quote] I see the area in my version of DA (1.8g). It was also never disabled. So it seems you have a problem with your comp. Have you updated the game and drivers? BR, Iztok
Hi! [quote]is it viable now to go with the armada/swarm approach[/quote] Combat mechanics in TA hasn't changed, so IMO the size still matters the most. But with changed mainenance costs and some mil SB support for speed they could be viable as suicidal defenders (like AntiMatter missile in GC-1, just not so cost-efficient). BR, Iztok
Hi! [quote]My really slow and old rig: CPU: P4 1.8GHz (single core, not the dual) / 512MB RAM[/quote] My proc is even worse: P4 1.5GHz, but I have 1.5 GB RAM, so it can run DA up to large-all-abundant quite smoothly. In this "density" I've never tried anything bigger, because [U][B]I[/B][/U] can't stand such a size. ;) With 512MB you're probably limited to medium all-abundant galaxies, if you don't want to wait 10 minutes for a comp to process each turn. BR, Iztok<
Hi! [quote]I decided to stick to Normal level to get familiar with the game mechanics.[/quote] I know what you've been thinking. I too stepped down one level of difficulty when I got DA. But it was not necessary. After you've played and won a game on "tough" or higher, is "normal" simply too easy, regardless of changes in game mechanics, because at "normal" AI doesn't use some of its "higher brain functions", and it also operates only at 75% of its capability (at least in DL it was so,
Hi! [quote]Stealing tech when invading...is it random?[/quote] I've looked into that in an early DA version. I'd say at that time it was semi-random. When I reloaded the turn and reinvaded, I mostly got the same tech with the invasion, and that was not dependent from what planet I invaded. But in the next turn I quite often got some other tech. And the probability for obtaining the tech had decreased, so after about 8th invasion I practically got nothing at all, despite AI HAD techs I di
Hi! [quote]what kind of advantage would the AI have [/quote] 500%+ bonus to everything, or purely free stuff. [quote]and why it would not be enjoyable?[/quote] Let me describe you my experience. Long ago I've been playing Civ-2, where I've been struggling to build an important wonder, but Vikings beated me to that in just 6 or so turns. I reloaded, tried building faster, using Caravans from other cities..., all to no avail. Then I turned on cheating mode just to observe Viki
Hi! [quote]Why is social and military production treated differently?[/quote] That question should be aimed at the developers. [quote]if you have sliders for military set to 50%, but a planet isn't building a ship, you still have to pay for military production on that planet?[/quote] Nope for a long time. If planet doesn't produce a ship, you don't pay for that. But if a planet is producing a ship, you always pay the FULL military production output. E.g. cost to finish a shi
Hi! [quote]Left-over social spending wasted?[/quote] From DL ver. 1.x and all versions of DA that's no more true. Player pays only costs of a building (minus 50% of bonus production), excess is returned to treasury. But for military production (ships) the excess IS wasted (player still pays for it). BR, Iztok
Hi! [quote]I just put 100% production and kept them just barely at or a little above 70% happiness for a long time and kept keeping it at 70% until I was exhausted of funds.[/quote] Why 70%? AFAIK pop growth didn't change for TA. So there's no difference in pop growth if approval is 74% or 41%. At 41%+ you just make significantly more money off them. [quote]What are the morale/population growth breakpoints?[/quote] * 100% approval doubles growth on a planet, * 99%-75% ap
Hi! [quote]Anyone here play 'Stars!'?[/quote] I stil play. The community at [link="http://starsautohost.org/sahforum/"]Stars! Autohost[/link] isn't large (about 1000 players) but the old ones are returning, and new ones still knock pretty regularly. If you want to test your wits against LIVE opponents, you're most welcome! BTW with usuall 3 turns per week a medium-sized game still last several months to finish. Huge packed games you've described we don't play anymore. <br/
Hi! Aww, sorry for typos. I'm not able to correct previous post. BR, Iztok
Hi! [quote]I built a star base on earth[/quote] Ummm, what game you're asking for? It couln'r be GC, because in it no SB can be build over a planet. If it is GC-2, then you need to click the rightmost button on the lower edge or the game screen to get to the shipyard. For further info check wiki: [link="https://www.galciv.wikia.com/wiki/Gameplay#Constructing_ships"]Gameplay: Constructing ships[/link]. BR, Iztok
Hi! [quote]are there any threads out there, discussing the formulas used in galciv?[/quote] You may find usefull wiki pages: [link="https://www.galciv.wikia.com/wiki/Research"]research[/link] and [link="https://www.galciv.wikia.com/wiki/Military_production"]production[/link]. Most pages there are quite valid for DL and DA. BR, Iztok