It seems to show on all techs in a new game but in saved games it is not working well. Tthe defendor is ommitted entirely as a new design in the tech tree but heck we all know when we get that one
Franco fx
Probably no planet. It depends on how badly they want peace. If you are near to wiping them out they will probably give you all their tech and money. If it has been a back and forth war with you only slightly ahead they might not give you anything. The best thing to do is ask for what you want. Asking for too much does not affect the AI's atitude. Just back down to what they will agree to. Try different combinations and change the order of request. It is amazing what works
Economic Capital After you have built basic improvements and the game is settled in look at the planet screen and find the planet that is producing the most revenue. That should be your Econ Capital and it will usually be your homeworld. An observation: I see lots of production bonus squares, research squares, influence squares and approval squares but to my knowledge there are no econ bonus squares. Has anyone ever seen an Econ bonus square?
Apparently, the different maps may vary. I looked at a recent save game and on that map Sol only has 4 planets and no Saturn. Started a new game and there was Saturn rings and all
The F1 screen also shows the starbases and you can click to go there. Different strokes for different folks. I play a very leisurely game and don't mind a few extra clicks. I am sure that many players (probably the better players) play at a furious pace. That's one reason I like playing the computer. I would irritate most human players with my deliberate style
I don't hesitate to colonize PQ6-7 after I have rushed for the higher quality worlds. The low quality planets surprise you sometimes with many bonus squares and potential growth through terraforming. In one game I had a PQ7 planet as my Mfg Capital. It had a 300% and a !00% bonus square. Keep the population low and make up for it on the High PQ planets.
I would dearly love to see some sort of notification (blink, change color, robot report) when a starbase is full and when it becomes open for new modules through research. When you have numerous starbases this is a pain to keep track of. On the constructor preview of influence, I don't have a problem estimating that pretty acurately and anyway the influence grows a great deal with the addition of modules.
Just spend enough on espionage and you can see all the stuff they can Even at the highest level I cannot see the improvements built on a planet. All the other stats but the planet squares are blank. I assumed that was the way it worked. If I am not seeing something I should let me know
Does that include the Yor? They have 100% loyalty in GC2. Maybe not the Yor. I forgot that stat, not sure full power would overcome that loyalty.
Kind of amusing
The influence techs start with Xeno communication and lead to cultural conquest.. The modules become buildable as you complete the techs. Build influence starbases where you want to flip the major civs to your side. Minor civs don't seem to flip in GC2. I think it was the Alexians in GC1 that would flip easily but alas no more. All the majors will flip if you bomb them with culture (assuming they don't build the no flip project). The base needs to be fairly close to the planet you wan
If you are over populated you can recycle a farm and get it under control. Unlike GC1 you cannot get enough people into a colony ship to affect moral and the population probably grows faster than you can build more ships
Beam ships may have missiles etc and ships with no defense have defense modules placed. Not a big deal just an observation that I thought interesting.
Usually the minor races are a non-factor and espionage is a waste, especially for the military players. When a minor civ crops up it is immediately conquered for the high quality planet. Only occasionally does the I-League or somesuch become fairly powerful. For the culture and diplomacy players the occurrance of strong minors is more frequent and the need to spy is greater. I am content with no spying but I wish they would take out the recommendations to increase espionage spending i
you can elect not to get the quarterly until something better comes along. They actually are not that helpful anyway
you can park a ship or a fleet on a starbase to guard it
Well, Brad posted a comment and said he had never seen it but didn't say it was impossible. There is also the P cheat that increases the PQ by 1. I suppose you could keep pushing the keys and find out if it is possible or not. It certainly doesn't seem like a possible real event.
The radius is about like a half dollar when you build it and it will increase up to about the size of a small orange with all the modules (this is on a 19 in screen). Modules increase power and range. Left click on the sb and you will see the aura, then you can estmate for future bases.
You should see ship maintenance cost in the shipyard screen and the ship detail screen
Either it was real or someone went to a lot of trouble farking it. It sure looked legit.
super projects do not get boosted by the bonus squares. The only thing to build on the influence bonus squares is embassy which will be auto-upgraded. (assuming you choose that option)
Someone posted a screenshot of a PQ 72 planet today
I just spent some time looking at the core designs and I see that the weapons and shields are nearly all incorrect. Beam ships are arrayed with Mass Drivers and/or missles and vice versa. Ships with Armor actually are arrayed with shields, ships with no defense have shields and armor. Actually, they look good and this is of little importance as long as the ships perform as if the weapons/defense rating is correct. I presume that regardless of what I see on the ship it is c
correct, i am saving them as the same ship name, but instead of having 1 entry for it by that name, there is 2, and if i upgrade again, there is 3, then 4, 5, 6, 7, 8, 9, etc. A solution to this if it suits you is to leave the name the same (TSS Viper) and use the comments for the upgrade number (mark IV). The downside of that would be that the
I'd say that has gotta be the top end planet 6X12, all possible squares