IztokBitenc

IztokBitenc

Joined Member # 634240
0 Posts 46 Replies 16,214 Reputation

Hi! So I go to wiki and still don't have all the information I need for population. From wiki: Those formulas could easily be outdated. You better check the small section "Game version 1.1" below "Initial Population Growth//Illustrative Numbers" title. BR, Iztok

7 Replies 7,117 Views

Hi! but when i reached about 20000 bc's in the treasury my economy droped into the negatives until it reached about 19500. Same here. IIRC i read somewhere there's a penality for money-hoarding. When your treasury crosses 20,000BC you lose about 20% on econ ability. Not confirmed from developers though, but it is in a game. BR, Izto

24 Replies 56,071 Views

Hi! Choose racial pick Lucky, to increase chance of cash anomaly Doesn't work. Anomaliesa give "fixed" bonus, not randomly determinated. Luck doesn't play any role here. Also, it seems that with game version 1.11 I got from anomalies only a portion of cash I used to get in previous versions of the game. In a recent huge game I took wi

15 Replies 6,590 Views

Hi! Good: Send ships to evacuate the people immediately, we must relocate them somewhere else before the disaster kills them all! (100% of population is dispersed across the empire in 1 billion people amounts, will not be placed on planet's that don't have enough food to support) You forget the penality for being good: all the reseach on current

21 Replies 9,217 Views

Hi! Could it be you started the game on "cakewalk"? The AI got massive econ penalites on lower levels of "inteligence", so it takes them a lot of time to take off. Try starting the game with normal or intelligent AI, and check the difference. BR, Iztok

6 Replies 6,253 Views

Hi! AI no longer allows you to leave thousands of troops in easy reach of its planets, but it goes a little too far sometimes. AFAIK there's a bug in code. If you leave a troop transport near their starbase, they react as it would be near their planet. However in my current masichistic game I have the lowest military stats of all active player

11 Replies 7,317 Views

Hi! Oh hell no, sorry but to auto-upgrade starbases would be really cheesy. 1 turn from a tech, you go build 3 military starbases near an enemy, and WHAM you have 3 fully upgraded flying death dealers of doom. Yeah, I too would like to see autoupgrade of starbases. But autoupgrading only one component per turn. The game would also need some upg

53 Replies 23,474 Views

Hi! each freighter passes through 3-8 economy starbases while it's in my territory. IMO the accent is on "while" . What when they went out? In my games they're out 95% of the time, so I use econ starbases strictly as production boosters. 've never put a trade-enhancing module on any starbase, and am still making much more cash I can spend

33 Replies 12,804 Views

Hi! Is trade worth the effort? IMO yes. But more as a diplomatic tool, than as a source of money. In GC-1 a player got a +1 from trade for each square the freighter traveled. In GC-2 the trade revenue is nerfed by factor 5-10, so it has significant impact only when the number of empire's planets is small (5-10). BR, Iztok

33 Replies 12,804 Views

Hi! linking a trade route to a race's capital will make for a more profitable route IMO it is related to planet's revenue. The more, the higher the starting value of the route. Valid also for target planet. BR, Iztok

3 Replies 3,744 Views

Hi! @ Iztoc, it was in the gigantic list of fixes being made for 1.1. I don't remember the wording now, Thanks. However I have to correct you here. Before 1.1 if the planet was not building any installation, that social production was lost (wasted). In 1.1 that production was redirected to military queue, so no more lost, and if the planet wasn

27 Replies 36,988 Views

Hi! So, with version 1.11, how does population growth actually get calculated? Check wiki https://www.galciv.wikia.com/wiki/Population , there it's explained in whole, with all numbers. BR, Iztok

7 Replies 7,117 Views

Hi! As of v 1.1, we are no longer losing the remaining 9 bcr, That's completely new to me. I had to check with the game if that's true. I've made a quick testbed, and checked the amount of money in treasury and the money spent on social and military production. Findings: 1) the excess money, that would be spent for comple

27 Replies 36,988 Views

Hi! So far I have not seen a single game where [i]any[/i] AI player has established a competant strategy. I've seen most of what you've written, but in earlier versions of the game. In my recent games with 1.11 there's significantly less if events you described. What's your game version? BR, Iztok

48 Replies 18,245 Views

Hi! Are defenses simply to expensive? IMO yes. My current slowest-tech no-trading game on masochistic has put me in a nasty position. Most AIs have large tech lead in offensive techs (weapons, miniaturization, propulsion, logistic, hulls). However I had the best point defense (PD combo - 3 points in defense, size 4 on medium hull), an

111 Replies 43,469 Views

Hi! I do not see how a conquest victory is even possible any more Arm.., not sure, but IIRC for an Influence victory you need to be at peace with other civs. If you're at war, you can't get neither diplomatic nor influence victory. But I finished only two games on 1.11 so I could be wrong. BR, Iztok

10 Replies 6,455 Views

Hi! Also, I can't alt tab, when I alt tab back into the game it's just a black screen, After you update drives, you can also try to run game in window mode. This way you can safely alt-tab as much as you like. Just change the game shortcut to (your_disk):\(your_game_folder)\GalCiv2.exe window BR, Iztok

11 Replies 6,556 Views

Hi! I was going to use these smaller class planets to fund my needs, You still can. These PQ caps limit pop growth, not pop cap. If you transfer pop there, they will survive there up to the food cap. So you can have Mars at 5B, but if you lift the pop, they will not grow above ~2.5B. BR, Iztok

13 Replies 7,251 Views