Lord Beefy

Lord Beefy

Joined Member # 636699
0 Posts 0 Replies 54 Reputation

The speed analogy with naval ships is spurious (ships with that are longer at the waterline are encounter less resistance, and so are normally faster). The best solution to the multiple ship problem I can think of is to add initiative & evasion to non-orbital combat: 1)The faster ship always shoots first. 2)The faster ship then has a chance to evade the retaliation based on their relative speeds. 3)In orbital combat, the attacker always shoots first.

17 Replies 717 Views

Also, given the massive drop in morale, you may have pushed your tax slider TOO high. At higher levels of tax income decreases as people start avoiding the taxes. There is a peak efficiency for taxes, you just need to play with the slider to find it.

7 Replies 606 Views

Items built on a planet (in general) only affect that planet. Mined Stabase reources affect your entire civilisation. Morality tests on colonizing a planet affect the planet, general ones affect the civilization. Economic capitals affect tax returns on a planet, not trade. The one set of bonuses that confuse me are Planetary defence et al. Does the bonus affect ground troops or ships? If it's ships, then do multiple planets stack structures? If it's troops do

2 Replies 160 Views

I played my last game with all random alignments to add a bit of variety. Now I find that the alignments are left as they were in that game, and there's no reset facility & I can't find the original alignments in the documantation. Can someone remind me who was what? Thanks in advance.

3 Replies 211 Views

I have to admit that I haven't botherered reading 300+ posts, but here are 3 ideas: Too many screens never refresh once opened (e.g. Planet List/Planet Details) and the Sector map does not remove low morale warnings after the issue has been resolved until the start of the new turn. The diplomacy screen should have a 'research level' listed alongside the techs, similar to those in Alpha Centauri (B1 for Build 1 etc). It is hard to work out what is a reasonable offering

689 Replies 30,027 Views

I'd only go 100% in one area if I REALLY need it. If you're income levels are high you'll spend more than you bring in. You'll also find that the higher you set an individual slider the greater you're total spending is. Try setting you're sliders to 33/34/33 then pushing any one of them to 100%. You'll see you're monthly expenditure rise.

30 Replies 2,942 Views

One small point: Never take 2 or more from Research/Miltary Production/Social Production. Take 1 in economy instead. Boosting Economy (2 points) will boost spending in all 3 areas for 2 points, which will have the same effect as 1 point in each (3 points). I don't think you get any free (+ point) production from the specific picks, but feel free to correct me.

3 Replies 726 Views

I'm still against returning cash to the treasury or spending it on other projects. First, it's simply not realistic idea for a goverment's operation. If you have a roads department with a budget surplus at the end of the year, what do they do? Do they return the cash? Do they give it to the health department? No, they buy new computers & stationery or just paint the lampposts, otherwise they get a budget cut next year. Secondly, and more importantly, it does

205 Replies 14,240 Views

It's obviously a bug. The trade good is transferred, I assume it's the same for a wonder. If you do not own the good, look at the trade screens after the second civ gets it. You can no longer trade for it with the first Civ (certainly on UP races). They may keep the bonus, but if so, they can probably trade to get it again.

25 Replies 1,256 Views

I've used the following starting strategy successfully all the way up to Intelligent opponents: I take max economy, 10% morale & Federalist party (others are variable). The thinking behind this is that it boosts production & research in line with my current priorities and is more effective, point for point, than military, social or research points. Start with 55% taxes & 100% spending. 40 military & tech, 20 social. Once you get near zero cash, reduce spending. Researc

30 Replies 2,942 Views

Of course there is one sort of specialisation that is useful: If you should aim to get all the capitals & wonders on your highest class planet. The stacking effect of the manufacturing/economic/cultural bonuses are best placed in one place. You then enhance this further with a few space stations. Once you have the Hyperion Manufacturing Center & Manufacturing Capital in place, getting the rest is relatively easy, and makes grabbing trade goods much easier.

21 Replies 1,756 Views

The problem with 'multiple' monopolies is that if a trade good (or Galactic Wonder) is in a build queue of a civ when another one completes it, then it's not removed from the queue. Then, when the second civ completes the project ownership is transferred. Of course, you can exploit this yourself.

25 Replies 1,256 Views

I don't read Admiral Rom's suggestion as sending money back to the treasury, simply as not drawing from the budget. The difference is that the budget is split between those planets that are producing rather than boosting your balance. This is the most realistic way of doing it, but could lead to all planets paying for a rush prodction on one planet. Putting the money in the treasury (by default or through a MoO style 'trade' project) allows you to save money on all bu

205 Replies 14,240 Views

Specialisation in GalCiv is of much more limited use than in MoO2. In MoO2 you could manage your production on a planetary scale (Ultra-rich planets, all production, poor planets, farming & research) meaning that you're money was better spent improving one or two areas exclusively on each planet to boost that without wasting cash on maintenance costs. In GalCiv you're allocation of resources/labour is at Galactic, not planet level. This means that all planets will be manufactur

21 Replies 1,756 Views

My take on the situation is that you've allocate the budget at Empire level, and it is spent at a planetary level. This means that each planet draws it's share from the allocated resources. If no project is allocated then it can't draw from those resources. So H. If you overbudget in a particular area (so your empire allocates more than it plans to spend), it's lost to admin costs (painting ships/lamposts/new stationery) as no department leader EVER has a surplus. If n

205 Replies 14,240 Views