I can't seem to win without being so powerful militarily that I can conquer the whole galaxy...at that point what's the point of a influence, diplomatic or tech victory when you have it made for the conquest win. This is pretty much true. You need a powerful military in order to survive, and once you have a powerful military, you can conquer someone, so you might as well do it. If there were some combat bonuses that made it easier to defend yourself than t
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Every window works differently and there's always something moving while I'm trying to concentrate. That your only actual complaint about GC2, and it's enough to make you really hate the game? I really want to like this game. Am I missing something here? Yeah, THE GAME. It is more than just its interface. For me, a strategy game becomes interesting when I understand the basic rules and I can devise several dif
You can remain at peace for the entire game if you work hard at making sure each AI likes you more than someone else. To make an AI like you: 1. Set up trade routes with them. 2. Sign economic and research treaties (in Dark Avatar). 3. Increase your diplomacy ability. 4. Choose an alignment that matches theirs. 5. Have a high military rating. You can use the Spin Control Center to fake it. 6. When they demand tribute, pay it. Giving big gifts doesn't help th
Economic starbases boost production and research. Are there any of those near the Altarian worlds?
The flagship that you start the game with has a survey module. The simplest way to pick up anomalies is to select the flagship, then hit 'a' which will set it to auto survey and it will move around the map to the anomalies. You have to research Sensors 1 to build any new survey modules. Cargo scout ships will be somewhat more expensive than smaller ships, but they will be much faster, longer range, or reveal more area. They're very much worth the added build time. I thin
Especially with super breeder, you want to spread your people among as many worlds as possible as fast as possible to maximize the population growth of your empire. Spending early turns building markets on your capital slows this down. Super breeder will automatically fix your economy anyway. All your planets will grow to their 6 billion limit quickly, at which point it is easy to turn a profit. I agree with several things in Wargazmo's strategy, super breeder is powerful
Seriously ? Seriously ?!?! GC1 was a good game, but GC2 is so much bigger and better. I think the major additions are: 1) Ship designer (both functional and visual) 2) Fleet combat 3) Play as aliens 4) Everything in DA Those are major features that GC1 simply doesn't have.
Are you playing the original game, Dread Lords, or do you have the Gold version that includes Dark Avatar? And have you downloaded the updates? What version you're playing makes a difference, but I'll give some advice that should be useful for all versions. For scout ships, there's no reason to use small or tiny hulls, use cargo hulls because they have much more space. A cargo hull is more expensive, but it will be much faster or have a much bigger sensor range. I have a variety
The Drengin and Korath don't seem to do too well in my games. They have great weapons, but they lack in other areas, including logistics, propulsion, and hulls. So their military rating is huge, but they're not an especially effective fighting force. And if they're unable to conquer, then they are eventually surpassed by the civs that actually built strong economies. The Drengin and Korath probably do best on maps with abundant habitable planets and slow tech pace, so that they can easily ge
The core colony ship only has one colony module. It can load a maximum of 500 million colonists. It looks like it has two colony modules, but one is fake and does nothing and takes up no space. It just looks cool.
Don't use the small hull for your scouts, use the cargo hull. A cargo hull full of engines and life support is very fast. It doesn't need any sensors since you already know where the stars are, and the bare hull has enough sensors to see all the planets in a system in one pass-through. I don't always use scouts. On a map with abundant habitable planets, you'll find good planets wherever you go and you'll need as many colonizers as possible. So you don't need scouts in this situati
The interface for this feature is confusing. For one thing, the stylized cursor does not actually point where it looks like it should. It is actually pointing a bit above and to the left of the end of the arrow. And a parsec will be highlighted even if you point at an illegal area. Go to video options and turn on hardware mouse cursor. That cursor is more accurate.
And Political capitals w/morale bonuses I don't know the answer to this one. The political capital and galactic resort and secret police center all look like they give the same type of morale bonus as the regular morale improvements. So maybe they do get boosted by the morale bonus tile.
Population, that's what multiplies with your tax income. (Actually, it's the square root of your population)
Declaring war is the only way.
The planet does not list your civilization ability. It only lists bonuses that are specific to that planet.
I think the two biggest gameplay changes in DA are the planetary environments and the super abilities. So make sure you use those two things to your advantage. You said that you like to fight, so here are my suggestions: Pick a good superability for fighting. Super warrior and super dominator are the obvious ones, but I haven't been too impressed with those. Super hive is a nice all-around ability for production, and super breeder will make sure you always have troops and
Range does scale to map size. On a tiny map, the starting space miner has a range of 1.1 sectors, on a huge map it has a range of 4.3 sectors. I kind of wish it didn't scale, it would make big maps really feel big.
Mumblefratz, that's a ridiculously high standard, I've never achieved anything close to that, and I'm not exactly a newbie. Income is only half the equation anyway, you need to spend the money efficiently too, and regularly rush-buying things is about the least efficient way to spend money. CaptainYar, your economy is good if you're making money when your overall spending is at 100%. If your 400bc per turn is your net profit after all spending, maintenance, espionage, etc., then yo
For the Korx, pick speed. That way, you'll be able to set distant trade routes quicker. That's what I did in my last metaverse game.
I always assumed this rule meant two morale buildings for each farm of the same level. So two entertainment networks is enough for one basic farm, but you need two virtual reality centers for each intensive farm. Personally, I prefer a 1:1 ratio, but I don't build many farms or upgrade them quickly.
Once you're dominant, wiping out the last few civs is easy, but it takes a lot of clicking and real-life time. Alliance or influence victories are sometimes just the fastest way to get an official win in a game you can't possibly lose.
Here are two trick for fighting the Dreadlords: 1) Assassinate their transports. Build cargo-hull sensor ships that have a few engines and lots of sensors. These will let you observe enemy ships and run away when in danger. Also, build cargo-hull assassin ships that have one small weapon, lots of engines, and some life support. These can take out undefended targets, like their troop transports. 2) To fight the Dreadlords toe-to-toe, use big fleets of tiny ships. The t
You should consider specializing your planets more. Put a high population and lots of stock markets on the same planet, because population and economy buildings multiply with each other to produce taxes. On planets that have no stock markets, you don't need farms or morale buildings, so you can build more factories and labs.
High population is the main cause of low morale, and an easy mistake is to build too many farms. Most of my planets have no farm, my economy specialized planets have one farm, and only an economy planet with really high PQ would have two farms. The planets with farms need an equal number of entertainment buildings. Keeping population low lets you keep morale and tax rate high.