tetleytea

tetleytea

Joined Member # 659431
20 Posts 937 Replies 24,936 Reputation

Dude, yeah! 70bc colony ships every turn vs. 105bc colony ships every other turn, but they move an extra square? And then if you can somehow swing an early miniaturization bonus: 55bc colony ships!!

54 Replies 28,389 Views

I didn't even realize until now that miniaturization could advance far enough to put the "cargo" type bits in a Tiny hull. Holy cow, I never thought of that. Actually, if you're willing to forego engines, you can fit colony & constructor modules on small ships right from the game beginning; and small hulls are 15 bc cheaper than cargo hulls. I've been building speed-1 colony ships for 85bc and speed-1 constructors for 125bc this entire time, when in f

54 Replies 28,389 Views

Absolutely correct. Same with the 10% bonus for planets PQ11 or above and the same with the 10% neutral bonus. These are essentially direct 'approval' bonuses not 'morale' bonuses. The PQ11 bonus I do see in the wiki, but I don't need the neutral bonus. According to the wiki, the neutral bonus is still multiplied by base. I also know my galaxy-wide approval goes up by more than 10% when I pick neutral. It's the wiki's wrong and neutral is ADDING to t

106 Replies 61,257 Views

That planet's going to keep growing past the 25B mark without a single entertainment center. I need to correct myself on this and I can't edit my last post. I didn't factor in taxes yet (and a number of other things). It depends on your taxes. I'll just make the general statement: it looks like blowing past the 25B mark is very much doable on planets that get a good ethical event bonus.

106 Replies 61,257 Views

The best way you can see this is to have two planets, one with a pop of 10B and the other with a pop of 20B. Let's say you have a 'yellow starbase' (or two or whatever) that has no modules installed. I can check that out. Looks like a 10B planet's base morale is around 75%, while a 20B planet is 40%. That would put the caps at 100/.75=133% and 100/.40 = 250%. That's believable. It's also quite a big difference. Looking at the <a href="https

106 Replies 61,257 Views

I use Tinies as my deterrent military, for the low maintenance. So first, the obvious: you orbit Tinies to prevent invasions. That's obvious. But besides that, I build a military starbase and station several cheap tinies within its sphere. Besides getting lots of deterrent for little maintenance, they actually form a good military force if you place the military SB right. The other nice thing about Tinies is, your unimportant planets can build them. You can have an economic or re

54 Replies 28,389 Views

You were correct in saying that it's the NATIVE ability that's capped at 100%. You were incorrect in saying that NATIVE ability is the sum of all morale bonuses/abilities. NATIVE ability is actually the sum of all morale bonuses/abilities depreciated by the base morale (i.e. the morale determined by the population of the planet). There is a major difference in these assertions. If that's the case, then why is it in all my games that, if I have 2 yellow s

106 Replies 61,257 Views

One strategy that seems to have been extremely successful (we’ll see how successful when I actually finish the game) was to slow down on my rate of colonization so that I built fewer (but stronger) planets. This strategy also allowed me to be able to pick and chose the resources in the galaxy that I wanted pretty much uncontested. This is a viable strategy if you intend to be aggressive. Newly-colonized planets do nothing for you but cost money, so it's

33 Replies 21,113 Views

Pulling soldiers for transports from an economy planet is something to be avoided, in my mind. Sometimes the situation calls for it, but there should be plenty of other planets hitting the farm barrier you can pull from. Why pull from the one that has all the stock markets?

33 Replies 21,113 Views

The biggest reason I'm sure is the micromanagement. Just take away the option to slider every individual planet and handicap all the players in the same way. Works for me.

12 Replies 6,536 Views

I do believe the manuf capital should have as many factories as possible and the tech capital should have as many labs as possible. That's like having a 33% or 100% bonus tile on every single square. Plus you've got whatever planetary bonuses that led you to build the capital there in the first place.

12 Replies 6,536 Views

That didn't make much sense to me either when I first start playing Galciv. That's just the way the game is played. However, if you have a planet with a lot of factories and your slider is at 100% military, you can focus some of that high production onto research, and get some very decent research that way. You can also do the reverse ie.. slider @ 100% research and focus your high-research planet onto building labs. But you usually don't want to do that.

12 Replies 6,536 Views