Thanks, good to know.
e-stab
I made several trials and the results strongly suggest that the "Planetary Defense" building (supposed to increase planetary defense by +25%) doesn't do a thing. It was reported to be fixed in the v1.2 log, but it doesn't seem to be.
Evil Muppet, supposing that Stardock business will be as usual, you'll be able to download Dark Avatar via the Stardock Central application (and only there). You'll need to enter the received serial in there once, and then you can download the game. But you don't need anything special (except your billing information, of course) to order the game. V1m, you can use different billing and shipping information for your order. And there is an option for "Check here if this order is for anoth
You have to start a "Metaverse game" from within GalCiv 2. Upon completion, you'll be able to submit your score. (Doesn't work with "Normal" games.)
Don't know about the mind control center in particular as I've never built it! But if it does go the race stat Yes, it does. Thanks for the clarification about bonus application.
In my last game I found a planet (class ~15) with two +300% and one +700% research tiles. How fast can you say "Technological Capital"?
For me it seems to be economics and society Same here. Military score is weird as it seems to be based on military production for the most part (exclusively?).
I've always thought that race bonus is applied last, and in a sense bonuses stack. I am unsure though. Say I'm federalist (+20 econ) and +30 econ bonus as well. I have a planet with 100 BC income base. Now I've also got Mind Control (+100% econ), an Ecnomic Capital (+50% econ), and a stock exchange (+30% econ) and nothing else let's say. What is my actual income?</t
If it weren't for luck, the human player could prepare and execute a complete war plan without ever worrying about anything unexpected. What can be done right now boils down to the same: A war against a "suicidal" AI? Fine, let's just build a tiny hull on each planet each round. By the way, when number crunching is the task, the AI is at an a
all it's beam weapons together as a single attack That's what I meant. The thought behind it is that large ships which use more than one weapon type occasionally could have several shots this way (each time against the full armor, of course). Small ships don't have enough space to do the same, hence the advantage for large ships. I realized i
Yes, upgrading has a lot of cheese at the moment. E.g. it is cheaper to buy an empty hull and then "upgrade" it with weapons than to buy the full ship directly. And last time I checked, it was ridiculously cheap to change from mass attack to beam attack, for example. The most important things would be to change the way the upgrade costs are calculated and not to heal ships that are upgraded. I also agree that upgrading goes to fast usually, it could be a good idea to tie it to the logistics
I'm not sure what it really does at the moment. I think that it enables the AI to redesign its ships more often, but I didn't notice slow-downs because of it.
I fully agree, Infoceptor. I cannot provide any in-depth mathematical proofs, but I tried several strategies and came to the personal conclusion that the most cost-efficient way to beat an enemy with the same tech level is to build lots and lots of tiny fighters with one or two engines and nothing but weapons in the remaining slots. The randomness in the combat system weakens the effect of defense measures that much that they don't seem to be efficient in the long run. An examp
+100 economy is like 3 stock exchanges in one Don't forget, the economy bonus is valid for all your planets , not just the one you built it on!
I second the notion that +100% economy is way over the top for the MCC. I'd prefer it to do what it was meant to do instead: Increase the likelihood of planet defections. Throw in an advantage when attacking foreign planets maybe, and it will be more than enough.
You'd need an awesome machine to handle gigantic maps with 9 (intelligent) enemies and everything set to abundant (~400 habitable planets).
you was in the top 3? so that means your score fell really really down... Yes, GalCiv 2 abstinence and even more the score recalculations made my score drop a lot.
Trade income? Tourism income? Both the Temple of Evil and Temple of Righteousness aren't worth much compared to Mind Control.
if you play with only one planet it can hold 10b ppl anyway, i'd stick to that or build max 1 farm more is simply wasted, tax buildings are way better It depends on how much space there's left on the planet (or how much of it you want to use for taxing purposes) though. You'll have more tax income, influence and available troops when putting up to
No, he/she was in the Top 25 in the past. It's kind of a honorary title.
If I am at war with an empire that uses missles and ecm on its defenders I will upgrade to a beam attack with ecm defense. I use a similar strategy (and think that tiny fighter are too powerful right now), but why bother with defenses? In mid- and lategame, it's a matter of being missed or killed for them anyway, I prefer to put as many weapons and en
Best economic results can be expected when playing the Drengins or Torians (native +25% morale) with +30% economy and the Federalist party. I usually throw in +70% population growth, but that doesn't affect the upper limit of tax income in the end. Then go evil and build the "Mind Control" building ( = +100% economy galaxywide - yes, you read right). Note that tax income only increases by the square root of population, so planets with 15-20b population and lots of stock markets are the most
you have to go down the long, bitter road to total defeat five times to get that one. I think you can lose pretty fast by using the "surrender" option in diplomatic negotiations. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Bo
The mini fix sounds good. I just hope that more advanced ships won't get even more powerful compared to slightly outdated ones. I don't have the possibility to try out the Beta at the moment, can anyone tell about the differences in ship design compared to the older versions? How much of a difference does "new" miniaturization make, and how much more powerful are the best ships now?