You can build ships and social projects simultaneously. You can only build one ship at a time per planet but the planet will keep building the ship until you tell it to stop. You can hold the ships unlaunched and sent them all at once to a starbase rally point or you can set several planets to build constructers and automatically send them to a rally point.
Franco fx
Not exactly sure what you mean by tax free and freebies in GC1 so my comment may not answer your question. Anyway.... I think that the big difference in GC2 and GC1is that less was often better in GC! some of the improvements were just too costly to ever make sense in a high difficulty game, even for the most skillful player. There may have been some bonuses included to make up for this. In GC2 every improvement has at least a potential benefit if it is built at
Most of the poor quality planets are usually at least PQ5-6. Two exceptions are Mars PQ4 and Wisp PQ3. There are 3 techs that allow inprovement of habitable planets and it is not unusual to see a PQ6 planet eventually become a PQ 10 or more with those improvements. Planets are sometimes improved by random events including one very rare random event that makes every planet on the map habitable. (I haven't seen it, only read about it) What is not possible at this t
You will need to D/L a Bink viewer. I don't have the link but you can google it up with no problem
I suspect it is a bug that is more difficult to fix than we appreciate or it would already be fixed. You can't neccessarily compare military and social spending since the dynamics are quite different. The main thing is that which affects us also affects the AI. Assuming it is going to be fixed, I would rather have the game now rather than wait for a fix
Ships gain hit points with experience which has the effect you are looking for I think. I read a game story where a ship had gotten up to 100+ hit points if I recall correctly
Yes, you can park ships on a starbase to guard them
I understand that you can archive the game and then burn the archive to a disk
Your classifcations look good. I don't have that many Mine are: Tiny: Light fighters, no defense Small: Heavy fighters, no defense or light Frigates with 1 defense Medium: Heavy Frigates, usually 1 or 2 defence Large: Cruisers, always defended Huge: Battleships and Dreadnaughts I name them as follows: Tiny: ABS (insect name) light laser fighter, AGS (insect name) light Gun fighter, AMS (insect name) light missile fighter
I cant believe the creators of the game have made the game so detailed and have missed out somthing that can in my eyes affect the games popularity. I'm not getting it. I can only assume you haven't played the beta and have not seen the ship design function at work. Thre are five distinct hull designs that are similar only in that ea
does the trade bonus starbases near your planets give you increase that income as well? I think so but I am not sure how it is distributed. When you get an alien freighter the game tells you your income will be increased by X per month. What I am not sure of is whether the formula for distribution is the same as your own freighters (the further
these starbases help other races too The only way the starbase help other races is if the UP resolution allowing that is passed. Starbases all along the freighter route help trade income and the home sector is not zero income but it is at it's lowest point, so the return is lower. However, econ starbases also help production on your
here's an idea One man could board the other ship and walk around all over the ship shooting alien monsters with various weapons that he would have available. He could find goodies along the way like health paks and stims.
nope, no toggle The only random choice in the beta is galaxy size and I am pretty certain that is true in the final release
That is a puzzlement. In beta games when I have chosen Neutral the good and evil choices are still available for random events and the positive and negative benefits seem unchanged. Also the Secret Police improvement is still available even though that is an evil improvement. I am not sure what would happen after choosing an alignment if you consistently made different choices
Yes, all you would see is movement and battles. The AI doesn't need a human because it interacts with the other AI throughout the game but the random events UP etc are for humans only.
In the beta unlike GC1 the alighments are fixed. There is no option to make the Drengin nice and the Altarians evil
The scaling is different in different situations. In the build mode the tiny hull has a 16+ capacity which would be easy to visualize as a ship no more than 30-40 feet in length. The massive hulls go up to 70-80 or so max capacity so that would be 5x larger or up to 200 ft in length which might be a little shy of what you would expect. A ship the length of a football field is not hard to envision. If you choose to think of the tiny hull as a ship capable of carrying a crew of 4-5, th
I am pretty sure the Altarians are the only default "good" race. The humans and Torians are neutral..
It would be kind of neat if, after you surrendered, you got to see the rest of the game play out to see how it all ends Yeah, I recall there was a way you could set up AI against AI in Alpha Centauri and it was interesting to watch. I used it to test custom factions.
In GC1 and GC2 beta I usually play the influence game and frankly I have a hard time getting away from it. I have won all the victories but I have a hard time winning the conquest route because I tend to throw in the towel too soon when things get tough (I really need to work on that) When I am in the right mood I can play a pretty strong game at my levels. Other times I get in a hurry and start making dumb mistakes that cost you the game quick at
No Tactical
i never knew that they benifited other races either.... They don't, unless that UP proposal has been approved but the starbases do (as I understand it) multiply your income from Alien Freighters that pass through a sector with one of your starbases. This means that your starbases were not wasted if the planet was receiving as well a
when you click on a starbase you will see an aura that designates the area of influence. This aura will grow in size as you add modules. It is somewhat but not totally affected by the borders of a sector. If you build the starbase on the edge of a sector it will definitely seep over to the adjoining sector. BTW I like the idea of having some kind of tech that will allow you to use zero quality planets as a base of some kind. After all if you can terraform a PQ 6 planet up to a PQ 12 o
Your troops are upgradable en masse through research and random events but there are no individual units, as such. Planet invasion is a short epic determined by invasion force strength against citizen soldiers based on planet population.