You wouldn't need tactical combat on a separate screen to have abilities like these, instead make the different weapons and ships behave differently on the main map. This way, different weapons are useful in different situations even regardless of whether the current enemy has the counter. For example, a particular ship design might be especially good at defending your planets, but poor at attacking enemy territory, not because of a particular bonus, but because of how it can move or fight. I
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Nope, but if you want immediate access to all the hulls and part, start the scenario "Battle of the Gods". You have to play as the Terrans, but you can change the ship style to whatever you want.
When morale goes below 40%, population stops growing, so morale sort of regulates itself. Low morale can be bad with certain random events, but otherwise it's not really problem, especially if you eventually fix it. And hopefully you have enough planets with high morale that your homeworld does not drag down your total approval below 55% so you can still win elections.
1) I've never seen a minor race become anything significant. Although if the have one planet to your four, they could do okay. Yeah, you can't spy on them, and there is no destabilization in GC2, but a direct attack would work fine. 2) Press F1 for the ship list. Or it's the first big button on the bottom of the main screen, then switch from the planet list to the ship list. 3) I think the easiest way to find enemy ships is to zoom out to the icon display, and look for
I think D3 is a very good strategy game. There is so much content that it seems like the developers threw in any magic thing they could think of, but it is actually all quite useful and balanced. There are a good variety of strategies available, based on what nation you choose, how you design your god, hidden magic sites you find during the game, your research path, and counters to what your opponent is doing. The 300 page manual is daunting, but the game is not too hard to play because most
Yeah, there is some hard range limit on ships no matter how much life support you use. It's about 5 sectors, and it shows on the map, but it's shaped like a square rather than a circle like normal. Send out a long-range constructor to build a starbase in the direction you need to go.
The game doesn't feel too small or too fast to me. I prefer it that the game lets me make "big" decisions frequently, like influence or military, research or production, friend or enemy. Slowing down the colonization phase by forcing me to research life support and build stepping stone starbases doesn't seem to involve big decisions. I'd rather interact with the AI players soon, than fight against restrictive game rules for the first hours of the game. GC2 is already the opposite of instant
It's a boost to attack power for all ships built on that planet.
I guess from Masochistic up to further levels it is wiser to switch off tech victory as the game quikly finishes ans lets you wonder what happened.... I've never had that problem, but I play much more aggressively than rputran did. If I was only able to colonize a few planets, I'd research planetary invasion ASAP and continue colonizing that way.
Well, starting range still covers about 25% of the map on tiny, but it covers many fewer star systems. Plus, since you have fewer colonized planets on tiny, building a starbase to extend your range costs relatively more than on a huge map. Anyway, here are my suggestions for creating a booming economy with lots of planets: 1. Pick abilities in population growth, morale, and economy. 2. Keep morale on all planets at 100% until you use up your starting 5000bc, then increase t
Well, that information is quite useless, because you really need to design your own ships to do well. The pre-designed "core" ships will rarely have the right attack and defense types to combat your current enemy, and they'll essentially never fully utilize your current techs. The AI designs its own ships, so if you use the core ships, you're doomed in combat.
I'd choose super annihilator, and spend my points on +2 speed, military production, weapons, luck, and the industrialist party. The idea is to colonize few planets and begin warring as soon as you can put a gun on a ship. You shouldn't need much money if you abandon most of the planets you conquer with spore ships.
Actually, range scales with galaxy size. On a tiny map, a ship with no life support and no range bonuses only has a range of about 10 squares. So range probably matters more on small maps.
i see good and evil choices as having both good and bad consequences. So the fact that good choices always have nothing but bad side effects is dumb, equally so for evil choices. This made sense in GC1, when being good was just plain stronger than being evil, especially in diplomacy. If you were good, then good civs loved you, neutral civs liked you, and evil civs disliked you. If you were evil, then everyone disliked you. So evil got the bonuses from
Well, this system bothers me since GC1 days, and I really can't understand why it has not been changed : it's counterintuitive, convoluted and doesn't allow players to implement easily the production strategy they want ! Worse is that there would be a very simple and IMHO elegant solution : instead of one "Funding%" slider and 3 "mil/prod/res" coupled sliders, put : - One "Prod Fundin %" slider (expense vs max total possible factory pr
In DL, defense is worth it if your ships are large and the enemy's ships are small. Fleets of huge ships with heavy defense do very well against the fleets of tiny, small, and medium ships that that AI favors. When your huge ship has 100 defense, and their 4 tiny ships each have 30 attack, they'll roll 1-30 four times, and you'll roll 0-100 four times. In DA, you can make a ship nearly invincible with enough defense if the ship has defense greater than 1/2 the enemy fleet's attack.
The increased attack will not show up when you design a ship or choose which ship to build. But when the ship is completed and flying around in space, it will have 40% more attack, exactly as it should. Though attack is rounded down to the nearest integer, so you need a ship with 3 or more attack to actually get an increase.
Civ 4 is a great game. Compared to Civ 2 and Civ 3, Civ 4 got rid of some exploitable and micromanagey tactics, and replaced them with new features that allow a wide variety of different effective strategies. For example, in previous civs, to make a lot of money you'd build roads everywhere and switch to republic, but in Civ 4 there's a big debate about the relative effectiveness of specialists, cottages, trade routes, and religious shrines for making money and research. Each of these methods
Because of my initial focus on industry instead of my normal focus on economy it took awhile to absorb all these new planets, but I immediately converted them to economy planets and once they began producing a decent income I was pretty much in mop up phase. You're in mop up phase because you have more planets than your opponents. I don't think your strategy really contradicts Yellow Jester's argument. While your strategy is different than the typical
Income is the main limiting factor in GC2. If you have a large income, then you can easily increase everything else: your production, research, and military, but the first step is making lots of money. Here is something I wrote for another newbie who was asking for help: There are a few important things to know about the GC2 economy. The first is that factories and labs use up money to create production and research. So building lots of factories and labs causes you to spen
should i just build farms on my main planet then? No, when the population of a planet gets big, there are big penalties to morale. 15 billion is a good population for a money planet, build lots of economy buildings (markets, trade centers, banks, stock markets) here.
GC2 is a turn-based strategy game. It's not exactly going to be a rollercoaster ride from turn one. For me, strategy games become fun when I understand the basic rules and I can plan strategies and try them out to see how they work. If you liked Civ 4, you should like GC2. I think GC2's biggest advantage over Civ 4 is how much you can customize the abilities and appearance of your civilization and ships. On the medium settings, habitable planets are too sparse for my tastes. Try
When your science spending is at 33%, that means that every lab you have is working at 33% capacity. It doesn't matter at all whether it's on a specialized planet or not. You're not losing anything by making a specialized planet. It is unrealistic that you cannot run factories at 100% and labs at 100% at the same time, but this is to force you to make a strategy decision between production or research. Otherwise, you would just run both at 100% all the time, and the game would be m
Organizer is an interesting ability, but it's not going to help you colonize a lot of planets or build a powerful economy. With the Altarians, you can expect to come from behind when the fighting starts due to your allies, but your economy graph will be low compared to what you could do with another civilization. Try the Torians or Thalans or Iconians if you want a stronger start. I think research is the most overpriced ability to pick. Research is only a fraction of your expenditu
All ships on auto-anything move when you hit the end turn button. I've never had any problem.