Ironhawk

Ironhawk

Joined Member # 638570
0 Posts 0 Replies 14 Reputation

It sounds like you need some basic coverage on Planetary Economics. First and foremost, you have to look at your Taxes and Governmental Spending sliders. These govern the amount of money your empire takes in and subsequently pays out. The money which is spent via Governmental Spending is split up among your planets to produce production points (mil/soc/res). So, to control spending at the highest level, move the Gov.Spending slider around until your Net Income is positive (this will solve is

9 Replies 299 Views

Ship level improves the stats of your ships. Unsure by how much, but I know it does. Fought a long war in my last game and the ships with high levels (3 and 4) were much better than thier new counterparts. I didn't stop to see what the exact bonus was tho, sry.

1 Replies 307 Views

So, I was playing last night and noticed that both my ships and my enemy's got a +4 to thier attack rating when they were in a system. Move them into space and it went away. This goes for both attack and defense ships, too. Does anyone know the cause of that? Was it some tech I researched and just kind of overlooked?

12 Replies 359 Views

I almost always make heavy econ picks. Since it bumps up your basic income, it is effectively the same as picking +soc/mil/res, depending on how you set the sliders. As far as I have seen, everything is run by money, except for Influence.

7 Replies 320 Views

You really think so? MOO3 was a game that was too complex and needed a solid tutorial, but GalCiv seems pretty intuitive to me. I grasped the game pretty well from the get go and a little experimentation provided much needed experience. What sort of stuff are you having trouble with?

3 Replies 179 Views

I played around some more with early attacks last night and its not feasible to research both Transports and Attack craft. On top of the fact that Attack craft are far outclassed by thier defensive counterparts (woe to you if your enemy has even a single battleaxe). That aside tho, I have found a workaround to the hideously slow transport problem: use colony ships. Use a colony ship to set up a forward base near the system you wish to attack. Ferry additional troops via more Colony S

20 Replies 806 Views

Strength in Numbers: Yes, but keep in mind that galciv makes you outlay almost 3x in offense. Not to mention all the transports you will need. Military Picks: This could conceivably work. I dont recall the levels offhand, but if you could get 50%+ to attack then a starfighter might pose a moderate threat to say a Defender. And stil there is the problem of Transport speed and the fact that you have to research them. Although.... I think you can somewhat alleviate Transport sp

20 Replies 806 Views

I'm a very agressive player and in many other empire building games a sound strategy is an extremely early game blitz on a close neighbor. All thier space and resources are freed up for you to develop without having to slog thru a huge war. Now, I don't expect these sorts of wars to be easy, you understand, but in galciv i've been finding this strategy almost impossible. Here are my reasons: 1) Transports are hideously slow at this point (and the racial speed bonus doesnt see

20 Replies 806 Views

It sounds like you arent setting your governmental spending properly. Go into your Domestic Policy screen and lower your spending until it is less than your taxes. You should see the Net Income indicator on the right side switch to a positive number. One thing to note about galciv economics tho: money which is allocated to a planet is spent *whether or not* you have a project assigned. So if you spending settings allow you to produce 5 shields on a given planet, you are paying for $

5 Replies 248 Views

The safest and simplest solution to this problem is just to have the money drop back into your treasury. Or better yet just not have it be applied at all if there is no soc/mil project on that planet. Distributing the points into other projects in-system or across an empire will make having a very heavily built up planet less valuable. And having any kind of "buy back" scheme is a waste of time, since players will just circumvent it to gain an advantage.

205 Replies 14,195 Views

Don't remove the resource icon off the starmap when a starbase is built on top of it. While it is handy to know that that resource is now being mined, its more useful, tactically to know that the resource is there, rather than having to remember "oh yeah, there was a resource in that sector"

689 Replies 29,844 Views

Aren't you supposed to be able to license the trade good to as many races as you want? I thought that was the power of it. As for multiple races building the same wonder/trade good, the only instance I've seen of that was with minor races getting tri-strontium or something. This didnt seem to effect any of the major races, which I was assumed was by design given that minor races dont count towards the UP or victory conditions.

5 Replies 338 Views

22 billion people on a single planet!! If I ever was faced with invading a planet like that, I'd shell out the bucks for a mass driver or tidal surge attack. Speaking of, has anyone tried those out yet? What are the exact effects?

11 Replies 1,262 Views

Is there any way to bypass the opening cutscenes when you launch GalCiv? I mean, they were cool the first time thru, but now all I do is clickclickclick until they are finally over and I can play the game. Same thing for the opening cutscene of a new game. Is there like a command line option or something to disable them? Anything? -Hawk

4 Replies 3,710 Views