Hi! I'm not sure why you feel the need for such hostility when I was only asking you to prove that your strategy was viable. He's 16, and a computer expert (at least he claims to be). I had twice a 16 years old at home, so I know what that means: oversensitivity squared, and social skill square rooted. At least he admitted he cheated, and appologized. That IS so
IztokBitenc
Hi! the hull design is never large enough for more than one of my most powerful weapons and engines, Did you actually choose the medium hull for building? From your words I'd say you're still using tiny hull. Regarding ship design: there are actually only two feasible ways to build ships in DA: all-attack one and most-defenses one. All-attack means only best weapons and engines (0-2) in biggest hull available. You'll be losing so
Hi! Does population, under any circumstance, have ANY other function than providing tax ? They also provide influence and canon fooders for invasion or defense. Also they give you hard time when elections come around and they're not happy , and some points for social score at the end of the game. They have NO IMPACT on production but providing money for it. <br
Hi! To conclude production: I've added two military production "candies" many of you probably don't know about. {sarcasm}No doubt you'll be happy when you'll take a look. {/sarcasm} BR, Iztok
Hi! 1.5 times your production after it has everything else calculated into it. I've based my "positioning" on the fact that with ASC planets show in empty mil queue a 50% increase in base production, and the payment is also deducted as base production (no free production at all). However at what time it applies doesn't actually matter, because all those various types of bonuses multiply the raw production output. Hummm, the original post isn't he
Hi! Another thing has creept up: the Artificial Slave Center (evil-only tech) works somewhat differently. I've updated the original post. BTW in new DA beta the Initial Colony has 16 production points and cost 12BC to maintain. BR, Iztok
Hi! Set different goals for yourself. Design a "role" for yourself and play as that role. Thanks for advices, but role-playing where I'm the only spectator is not for me. I have a much better one solution: I join another Stars! game, preferably with good players, not beginners or intermediates. There no trick works twice, diplomacy is real (sometimes to the point it takes more time to do diplomacy than the turn), anti-leader alliances among "mortal ene
Hi! The money your civ takes in is calculated pretty simply. It is your population times your tax rate... Not exactly correct from game version 1.1 and above. The population is square-rooted for the sake of money production. This makes large population planets (~20B+) significantly less desirable, esp. with regard to high costs in green tiles used for maintaining good approval on them. BR, Iztok
Hi! 46 here, but inside me I never in my life felt much over 20, so I probably don't fit in the geezer category. Or maybe I do, since I let computer gaming made such an impact on my real life. Since the DEC's PDP-11 in my faculty times I'm a gamer. Not much in nowadays MP RTSs (I can't click fast enough to do all what is needed) or FPSs (my eye-hand coordination is not good enough to compete
Hi! When reading this it came to my ming a better title: Caveman's race to space. BR, Iztok
Hi! I recently tried to play galciv2 again, after many months without playing it. I soon found myself bored. Everything seemed predictable, and I'm wondering whether there's anything that can help make the game more interesting? I know exactly how you feel. At the difficulty level I play there really isn't much to change in my gameplay if I want to stay alive. This results in always the same way of opening, same tricks to be used, same AIs to be "eaten" .
Hi! The Positronic Torpedo II is particularly cost effective. I tend to use it for the end game battles since I can produce Huge ships with it in much greater quantities than a BHE....Especially if they are just going to be destroyed. IMO the main point when deciding what weapons kamikaze ships will have is how much attack bonuses your race has. If they're low, the PT-II will likely be underpowered, and you'll need to spend 3 ships instead of 2. Despite
Hi! I stand corrected. When I've been testing some discrepancies with focusing production, I discovered that focus on production field (soc or mil) takes 50% of base production from the other one, and 25% from research. 've corrected the original post and wiki. BR, Iztok
Hi! If I build a lab on a precursor library, plus an Omega Research Center, and Research Coordination Cente You get: 1) (lab_output + lab_output * 7) * 2) (1 + 0.5 for OMC + 0.25 for RCC) * 3) (1 + 0.20 for Technologist + 0.1 for Planetary Improvements tech + 0.39 for mining one research resource + 2 * 0.24 from two econ starbases + 0.1 from Nano Recorders) = lab_output * 8 * 1.75 * 2.27 = lab_output * 31.78 However you
Hi! Only rule, don't spend all day browsing porn! Not browsing while at lunch-break, but the rest of the day is then OK? BR, Iztok
Hi! For example yor has dreadnaughts with around 500 to mass drivers and 100 to 200 to a defense. You'll never match their ship ton-by-ton, because at suicidal they get ~60% better miniaturization. Using defenses on your mainline warships is also pointless, because their fleets pack 3-4 times as much punch as you can fit defenses on your single ship. Also you can not win attrition war, as they'll produce 3 times as much of everythign as you can. So avoid
Hi! When I used the all-labs strategy, the Tech Capital did NOT increase my focused production, even though according to this model it should. Can you check this? Yes, I can confirm that. The same behaviour was with the Omega Research Center and Research Coordination Center - no bonus from them for focus on production. However the manufacturing capital and power plants do increase the amount of TPs in the research focus. I'd say you discovered another ga
Hi! For quite some time I had an issue with planetary production: how it works and how it's actually charged. For testing I used recent DA 1.6 beta3. Here are the results. Please note the actual amount of production and research varies with the spending slider seting, and mil/soc/research sliders settings. All calculations seem to be rounded down. Basic method of output calculation is: output = ( base production (factories, labs) * sum of buildings' bonuses (capitals, powe
Hi! it's hard to know exactly what is the cleanest way to deal with this problem The solution is already known: next GalCiv game will not have Metaverse. BR, Iztok
Hi! > Since the available space is bigger, components also became bigger because of the sizemod effect. Untrue with newer versions. Size mod is now based on the ORIGINAL size of the hull I stand corrected. Thanks for pointing that out! BR, Iztok
Hi! I am hoping someone can shed some light on this subject for me... At higher levels, where AIs have significant bonuses, proper use of defenses helps leveling the playing field. In DL defenses were usefull through the whole game, but lost a bit of importance with late game weaponry. In DA they're game-breaking usefull until you can mount on a single ship enough of them to block ~75%+ of the firepower of opponent's whole fleet. In early and mi
Hi! it's been this way for years and no one (including us) noticed it. That's because until Krynn only developers could have a look at AIs' planets at turn 1. if this is a real big deal to a lot of players At game load AIs having a free turn it doesn't matter much - I rarely reload. It can also be seen as a penality for traveling back in time to do some exploits. <img src="http://images.stardock.com/gc2/T_DL/
Hi! Edit:At least the actual miniturisation tech reduces all ship components in sieze in one go Please note miniaturization does NOT reduce the size of ship components, but increases amount of available space on ship hulls. Since the available space is bigger, components also became bigger because of the sizemod effect. BR, Iztok
Hi! I read my DA book when I got it and the book calls the sliders employment sliders They can call them whatever they want, but they don't pass the "duck" test for employment. The test: you can have FULL production from factories and labs with ZERO population. BR, Iztok
Hi! Researching with Factories and Building with Labs Does either of these strategies really hurt the game that much? IMO not. I look at all those "crazy" issues as a problem-solving challenges: I have a goal (win the game), I have tools (game mechanics), I have a problem (I can't do this or that directly), so I manipulate the tools to skip/circumvent/solve the problem to achieve my goal. So whatever Stardock "throws"