I haven't done any experiments and I suppose there could be an overlooked factor that somehow allows the AI to benefit from your experience as well as it's own but I would wonder why, if they know where the usuable planets are, do they spend so much of their treasure on fleets of scouts? Maybe they scouted the area before you cleared the fog in your example. I have found that the AI rushes to build extended range scouts early. In a recent game I was beating the AI like a cheap rug in
Franco fx
After choosing the neutral allignment I clicked on a planet and it said at the top it was PQ 32. That seemed like too much so I counted the usable squares and there were 22. Later I checked the planet and it was then said to be 30PQ but still only 22 squares. A minor thing that does not affect gameplay but thought you might want to know about it.
The pirates were a holy terror in the beta, they appeared in over half the games I played. I have not seen them in the new game and they may have been toned down. Monsters come from an anomaly and used to pop up fairly frequently. I haven't seen one in months and they may be out of the game but I doubt it. Random events are random and some I see talked about I have never seen. I have seen many posts about getting precursor rangers in successive games but I have never had that event ev
Well......if they invaded a planet of mine they might nfind a square or two undeveloped unless it is very late in the game. I gather from this thread that one's strategy should be to fill every planet square as quickly as possible?
actually, it seems fairly realistic to me. Me too. In real life the government has X dollars and budgets as it sees fit. If they don't budget research to some extent the scientists do sit around pondering the universe, writing scifi or doing nothing. Since private money funds some research it would be reasonable that rese
What is the highlighted circle on starbases for? That's a good question for the resource starbases. It might be an indication of the sector influence it is producing in addition to the resource it is providing. I know that a well equipped starbase will add your colors to a large section of the map and they definitely help you attain a culture v
Interesting, I will keep that in mind. When I initiate the trading, I have been indiscriminately making incremental offers to find the best deal and it never seems to prevent me from making the deal. For instance, if I am selling a tech I might ask for 1000 (based on what they have) if the refuse I will go down in 100 increments until I find the right number.
That's the raeson I checked the relations screen before and after there was no change. Friendly before, friendly after. If it was something that I really needed I would jump on it but they usually want something I would rather not give them on an even trade.
In a recent game where I was ahead in diplomacy I had other civs requesting a certain tech trade. I usually decline since I want to see what they have and if I can make a better deal. When the other techs become visible I will make an offer that is better for me. In this game they would refuse the trade and if I then offer them what they asked for in the first place they refuse. I can keep playing around with it and can usually wind up with a pretty good trade but this seems like a bu
This is my way, works on Normal might need tweaking for higher difficulty. planet grabbing: Whether build or buy Colony ships crank up spending to get a new ship in 5 or less turns. If you are playing a big map research propulsion tech and build a faster colony ship asap. I do go for the best PQ first. If you lose Mars to a Major you will get it back by flipping. Same goes for other small planets in your influence. If you are doing the right things they can't hold planets in your zone
With a PQ 6 for instance, you can build 3-4 factories ans build ships fast. If any of the factories is on a bonus square even better. Population does not affect factory production. 3-4 factories on a small planet build as much as 3-4 on a large planet. Use the high quality planets to pay the bills with high pop and income
The only effect that logistics has on starbases is that the price goes up depending on your logistics. There is no charge for mining bases but the other types econ, military and moral get very expensive after you have built 5-6 of them depending on your logistics and ultimately your ethical allignment
On the third screen starting a new game click on abilities. Of course you can only set the abilities on the race you are playing. To reset to default click reset and click back and start over when you return to the abilities screen they will be set to what I suppose is default. I notice that left on their own the AI does not seem to use all the points available and there is nothing you can do about that if you aren'y playing as that race. I'm not sure that once you have pl
Without the analysis I can tell you that the moral bonus squares are working for me. In a game I am currently playing I have two very similar planets in PQ and population. One of the planets has a approval bonus square and the other does not. The bonus square planet has an approval rate of 97% and the other has about 67% (from memory but close). At some point I hope to see a chart of what the financial return for population is. I have been successful in outdoing the AI economically at
No, the only way you can change the design is if you choose to play as that race. I am sure there will soon be mods to do what you want to do but for right now you can't do it.
Here's a way you can save a basic hull. In this example we will use the Terrans and just do a couple of tiny and small hulls: Open a new game and pass up all the preliminaries to go directly to the ship yard. Click on new and choose one of the tiny hulls. There will be no weapons but all the attachments are there. Design the hull as you wish and save it as "tiny hull 1" do the same with the other tiny hull and the 3 small hulls available giving each a unique name. Quit the game.
my flagship sometimes hunts down every anomaly in range, even if they're in unexplored space That must have changed from the beta because my flagship wouldn't even stay on autosearch for the uncovered anomalies if they were more than a couple of sectors away. I have been playing mostly tiny and small maps so far so I haven't used aut
Great idea Josh. I had mentioned the same before I learned about the BOG scenario. If possible I would also like to have the ability to delete and add hardpoints when designing with the basic design always reverting to default. Some of the current hardpoints are faulty. Like you I would still like to see a shipyard option. Seems like it would be easy, but what do I know.
are we few the only ones concerned about this? Quite possibly I made two posts on the fact that nearly all core ships have the wrong weapons and defense graphics. It was just a point of interest and not a complaint but my revelation got zero comments from anyone <img src="sm
So you are saying that you park your ship on a starbase and put it on guard and the enemy blows up your starbase without first destroying your ship? I haven't had that happen but is doesn't seem logical. The ship might be stacked second to the starbase but it seems it would go active when the enemy approached. Is you ship still there when the sb is destroyed or is it destroyed along with the sb?
transport excess people to low class planets right? I often did that in GC1 but I have yet to see much effect from shipping out colonist. You can only send .50 and your growth makes up for that almost instantly. Have you actually had any success controlling moral with that startegy?
Go to My Documents/My games/Galciv2/ships They are all there and you can delete them as you describe. The only thing there is your own designs so I don't think there is any way to mess up the game
The way I understand it: Only when it is in range of the starbase and it only affects the income that the freighter brings in when it is in that particular sector. (freighter income is greater when it is further away) It also increases the income from incoming freighters but I don't know how the multiplier works. (Is it still higher the further away or is it reversed since it is their freighter and not yours) If anybody knows that I would like to know myself. I think but
Isn't "battle of the gods" scenario supposed to start with all techs? Yes, I started a BOG game last night just to design some ships. Design them, save them and quit the game the designs will be there for you when you have the tech level
There was an event in the beta where you were told that a minor civ had stolen all the tech of some major civ and would be willing to trade the info for a habitable planet. After the announcement I never found a way to take advantage of the offer. Ther was no reference to it on the diplo screen. I assume it was a trial balloon that never worked out and is not in the game now but I wondered if anyone else ever got that event and was there ever a way to use it?