Hi! But it doesn't matter when your planet has .5 billion citizens. And I've gone hours just to see a planet reach 1/2 of its potential. Seems that you don't put enough pop on your colonizers. You may find usefull info following this link: Economy help In GC2 & Dark Avatar . BR, Iztok
IztokBitenc
Hi! Well i can not seem to get better than "friendly" I remember some end-games where I was the leading one in allmost every category, but some races just didn't want to get their relations to "close". Esp. with Humans I have such experience: no "minuses", a dozen of "pluses", all trade, giving them tech and PLANETS, to no avail. Now I just exterminate them. Silly apes! <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 align="absmid
Hi! In older versions you could plant come influence starbases close to one AI and then give those SBs to the other one. Influence from those SBs would then lower their relations. Don't know if this still works in DA. BR, Iztok
Hi! does having multiple spies help in stealing tech, or is tech theft solely based on intel. level, or is it completely random? Yesternight I got a tech from Yor with just one spy and medium level of intelligence. So it seems that one has to have spies on AIs' planets to stole tech(s). BR, Iztok
Hi! I've experienced something similar in my current game (DA 1.5x.59). I've been at war with Drengin and Korath, but United Planets terminated all wars. OFC I was happy, but not for a long. Just a few turns after the cease-fire one of my planets was invaded by several transports from Drengin, without war declaration and with normal relations. However when I put in planet's orbit a simple tiny hull with 1 weapon, invading stopped, despite drengin's troop transports were accompanied
Hi! if the U.S. got invaded by cavemen, they wouldn't have to learn how to build muskets from us before they learned how to build Thompson submachineguns. And they'll proceed to build those Thompsons from stone and bone and horn. BR, Iztok
Hi! Skipping 80000 research points just because you capured 1 lousy planet is not good for the game. Signed. BR, Iztok
Hi! late-game economics are rather neglected My experience is rather different. In late game I usually make so much money that I don't know how to spend it besides outright buying stuff and spies. I do have some production-boosting starbases, but only on my core planets. What I feel lacking in my late-game (DL and DA!) games is social and military production, despite playing Industrialist. The production was IMO over-nerfed with -2 production for all prod
Hi! I'm playing my second maso sandbox DA game (ver. 1.5x.59) using Torians and testing a new approach. Instead of researching higher techs (esp. extreme colonization techs) I went into the invasion branch and just pop-dropped new colonies AIs planted in or close to "my" space. The tactics worked great, esp. with Korx, from whom I took ~15 planets. At the start I received a tech with almost every invasion, but what bothers me is I haven't got ANY tech from Korx with the last ~8 conquest
Hi! (On a planet with 32B pop) You have a base morale of 20%, and a VRC will only add +8% to the planet's morale. Even worse. The base morale in DA is 10%, and VRC gives only 4%. I found that when testing the planet tax revenue . BR, Iztok
Hi! and with two fertility clinics it can function rather well as an invasion training world, A Fertility Clinic is rather a poor advantage compared to a late-game morale building. The FC gives 19M more pop below 75% approval, and 38M pop at 100% approval. A VRC can easily increase the approval on a planet to 100% and thus doubles the growth. That means at leat 75M more pop, and much higher taxes afterwards. BR, Iztok
Hi! So does anyone have the formula for DA's? Formula for morale drop? Sorry, I did many testbeds, but that's the one I'll leave out. I'm sticking with "only 1 farm, forget the 300% food bonus tile" rule. BR, Iztok
Hi! Yes, economics are rather neglected All I really want to see is a bonus tile for Economy. OK, I see now. But using a word "neglected" because among 6-8 sources of money isn't a bonus tile for economy is somewhat exaggerating, don't you think? BR, Iztok
Hi! @ Belanos Obviously you know what makes money. You want free money in GC universe? If not, I really don't know what's your point. BR, Iztok
Hi! Yes, economics are rather neglected Huh? - A complete tech branch of econ-enhancing techs and buildings (Trade center, Market center, Bank, Stock market....), - a government branch, that gives 10%, 20% and 30% econ bonus, - a green resource that give bonuses to econ, - trade ships that establish trade routes, - the economic treaty and - just simple selling your stuff for money means for you a neglected economics? <b
Hi! Try it and see - when you've got a planet of 2.5 billion producing 500 million pop growth per turn (which may be possible if the fertility clinic bonus is applied after the cap), then let us know. I did. With 9 Fertility Clinics I grew there 594M pop. Other findings regarding FCs: 1) Ferility clinic seems to increase growth in the turn it is built. 2) each clinic increases base growth (3% or 75M) by 25%, with additive effect. The only bon
Hi! Here's where you went wrong - that 70% is 70% of the base growth Erm... AFAIK all bonuses are multiplied... Just checked with my game (DA 1.5x.59), where my race had 72% bonus in pop growth. A planet at 100% approval grow from 6.938B to 7.196B pop. That's 258M pop, very close to the wiki formula. BR, Iztok
Hi! Does anyone know how fast the population growth is Check Wiki under Game version 1.1 . Numbers are still valid for DA. BR, Iztok
Hi! > Defense trumps logistics AND weapons. And this is simply not true. I know for a fact that when you finish the tech tree... But most my games end WELL before ANY weapons or defense tech is maxed. Until then defense do trump logistics AND weapons most of the time. In the maso game I just finished I did not research a SINGLE level of logistic beyond the basic one. I did research just medium hull, plasma weapons, PD combo, and some miniaturiz
Hi! I'm having a problem with upgrading costs of buildings on a couple of my planets. After I upgraded to 1.5x.59 patch I too noticed some veirdness. In previous games upgrade costs for Advanced Market to Trade Center were 11-12BC. Now I'm seeing everything form 11BC to 45BC. Also times to completition are completely wrong most of the time. BR, Iztok
Hi! The main problem in running this game that I am having is sluggish frame rates. My comp is far worse than your (P4-1.5GHz) but has slughty better graphics card (128MB Radeon 9200). However I can play DA without any performance problems. The trick is I play EXCLUSIVELY in zoomed-out mode, where everything is "iconized". You can set the level at which that view mode starts in the main menu. IIRC I set mine to 10%. I'd also suggest you to increa
Hi! In my opinion the problem in the above is not the defenses but the fact that AI has not been able to adapt to the current military environment. Exactly. I know very precisely what I need to cheaply kick their digital a... . AIs don't. And when I get what I want I also immediately use that. Before AIs can adapt, there are quite less of them. BR, Iztok
Hi! AFAIK no. But in all games I players I haven't seen any attack on them. BR, Iztok
Hi! Not exactly the right mission, but you may find this post: In Defense of Drengi useful. BR, Iztok
Hi! Drengin had couple of fleets with about 70 Missiles too, and my ships had no chance against them unless I put 3 to a fleet as well and in most of those battles I lost at least 1 ship. I'm facing stronger fleets: 2 mediums and 2 small with missile attack around 100. My counter is a large hull with 3 photonic torpedos, 1 engine, rest PD-combos. With one millitary resource it has 18 attack and 99 missile defense. Average damage it receives in a battle wi