[bump] Defenders should be armed, yes?
AngleWyrm
I like names, and I also need info on the current model, so I do a little of both; A name with a 3 (or four later) digit number that specifies speed and range.
I was curious about how the new combat system would impact play. I converted my first survey vessel into a weaponized cargo hull, with four Laser-II, and sent it to take down the Drengin defenses preparatory to invasion. That Beam-4 cargo hull took out: Economy starbase (unarmed) Military starbase (no upgrades, it was built last turn) Colonizer Two unarmed scouts Nine unarmed defenders About halfway through the defenders, I fleeted it with an upgraded tiny sc
Tax income, when set to 100%, appears to be around 14bc/billion population. That's 7bc at 50% tax rate, or just a hair over 5bc at 36% tax rate. A new colony has a pop cap of 5 billion, starting at 0.5 billion. Translating that into a sustainable 36% tax rate, thats about 2 bc per week to start, going up to 25bc at the pop cap. Initial colony maintenance is 12bc/turn, bleeding 10bc per starter colony each week. For a starter colony to reach earn it's keep, it must have eno
The constraint P + E = 1 seems totally disjointed with how the real worl works, where, for example, a society can fully fund both its factories and research centers simultaneously if it has enough money (in shuch a case P + E = 2). I believe the term "waste" is not quite accurate, when applied to unused capacity in the real world. Often times
Hull size reference, with miniaturization, cost, hitpoints, and research points: Hull Size Basic Enhanced Advanced Expert Ultimate HP BC RP Tiny 16 17 20 22 24 28 6 20 0 Small 26 28 32 36 40 45 12 40 0 Medium 38 41 47 53 58 66 16 60 1160 Large 55 60 68 77 85 96 20 100 3660 Huge 80 88 100 112 1
I gamble early on. Yep, most people would say that's not sane, that playing the scratch-n-sniff lotto is a sure loss, and I'm just throwing my money away. But here's how I do it anyway: Somewhere around turn 15, the negative income is gonna hit bottom, so I'll have to find alternatives by then, or the game is screwed. Can't just shut down production so early in the game, because that will guarantee losing the race. The alternatives I've found are to meet alien races and sell t
RE: Turning off victory conditions and/or option to continue game after someone wins: Yes, please!
Please ! Please ! Don't kill the Torians ! I love them. I love them too -- They are especially good with garlic toast. E.T. tastes like chicken.
how much is your domestic status research rate set for? If it is set to zero or a small amount it may nbot change? So fire up GalCiv-2, v1.20[b].009, and press the FocusOnResearch button in the Civilization Manager->Colonies screen. Then you should be able to determine for yourself if it is the button pusher's fault, or the button's fault.
[bump]
Can a custom map come with a custom .jpg to display above the galaxy choice slider?
Yeah, and Aristotle believed that slavery was a "natural condition" The names have been re-engineered sleightly. From Slave, they went to Servant, to things like Customer Service Representative. The duties and relationships haven't changed much. Masters still torment Servants. Not much has changed on that front in the last 2300 years.
That is the problem - and why it is an exploit. It does not work the other way round Magnumaniac is correct, for not researching the Translator tech to prevent anyone messing with your mojo in the early game you are exploiting a loophole in the game design. Does not researching the Universal Translater prevent you the player from
[bump] To clarify, the values do change, but the display in civilization manager isn't updated if I press the Research focus button.
Adding the production focus buttons to the civilization manager was an excellent idea -- it saves the whole zoom to planet, change focus, zoom out cycle. And it seems to work perfectly for the Military and Social buttons. But the displayed value for research in civilization manager screen doesn't change when the focus is applied to research, even though zooming to planet shows the change.
An easy way to do links, also called Anchors in HTML, is like so (replace braces): {A href="http://www.google.com"}Click here for Google{/A} Which looks like this: Click here for Google
I broke 30 billion and my morale quit dropping, I think I had 6 VR centers. one might be on an approval bonus tile. After my population maxed, I started replacing stock markets with farms. My popluation cap is now 95 billion and I have 93 billion on the planet through ferrying them from other planets with transports. I'm making less money than when I had 20 billion and a
A brief study of three games: Two with the racial pick Lucky, and one without. Each column has about 100 anomalies, and it looks like there isn't much of a difference. Type Lucky#1 Lucky#2 Not Lucky $1 2 1 3 $500 5 6 2 $750 5 5 2 $1000 3 4 5 $2500 6 12 5 XP 8 8 4 +2 morale 7 3 5 +1 influence 10 5 3 +1 pop.growth 6 5 2<tr
I'de like to create a wormhole to a parallel universe (ours) in order to draw a...parallel. I work at a place where we do shifts; someone takes over after me, and I take over the next day after them. We had a fight over a good/evil concept: Team work. He had forgotten the value of teamwork, and decided to make his life easier by unloading some of his chores on the 'other guy'. So I retalliated by not doing them, and then taking care of only myself. Needless to say business suffer
Visual Color Picker v2.6 is a freeware program that helps pick color numbers. It makes it easy to get to a color you want. There's also a handy site that comes up with fairly good trim colors to go with a main color EasyRGB.com/harmonies.php
Doesn't work. Anomaliesa give "fixed" bonus, not randomly determinated. Luck doesn't play any role here. Only four cash in all those anomolies? Maybe it was just bad luck...
p.s. Maybe the website could use an update.
I've beaten the economic crunch that comes from too few population during the first two years; In a word: Mining. Here is how I did it: Choose racial pick Lucky, to increase chance of cash anomaly Choose abundant anomalies in galaxy setup Research Stellar Cartography -> Sensors Buy a Basic Lab Set research economy slider to max -- excess will carry over to Sensors Buy two scouting vessels to be upgraded as soon as Sensors are available (cargo hulls ar
As long as your colony is at 100% approval, you will be at the maximum possible rate of growth. Growth is a percentage of the people on the planet, so the more there are, the bigger the gain each turn. At about 1 billion, there is no morale hit, but as population rises a morale penalty is charged which counters population growth. At about 3billion it's maybe -3%, and at 5billion it's about -10%, and at 10billion it's about 25%. As morale drops below 100%, population growth slows. It s