Some questions for a rookie Gal Civ 2 Playa...

Couple of questions:

1.) The industrial capacity slider (the one under the tax rate slider) - I don't know how else to ask this question other than using minor algebra so I apologize in advance....If I have, for example, an industrial capacity of 1x........and my slider is to 100% then I will be getting 1x of industrial capacity....however if I have an industrial capacity of 4x.....and my slider is to 50% then would I be getting 2x of industrial capacity production? (hope that makes sense)...

2.) Regarding building ships - I have just started out tinkering around with the ship builder, wicked feature by the way, at any point in the game will it be more effective for me to build my own ships than to use the default models? It sure seems that way - In my current game I am Terrans, playing a normal diff level, on a huge galaxy and I am just finishing wiping the Korx off the proverbial galactic table...The only real fighting ships that I have are Star Fury's and Defenders....can I create more powerful ships than these?

3.) Economically, I am getting hammered....I'm just not generating enough BC - how do I create more? Build more economic centres?

Thanks for your help!
11,714 views 13 replies
Reply #1 Top
I'll leave #1 for the math guys.

2. The default designs are usually more powerful than what you can design when they first become available, but that quickly changes as you develop more techs. You are better off in the long run designing most of your ships. You can make faster Colony and Constructor ships, for instance. You can customize warships to your adversary. Even little advances such as militarization and the next level (smaller) of lasers, shields and so on can sometimes free up enough space to fit just that one extra component in.

3. Crank your tax rate as high as you can without your approval rating going under 50%. On planets that have the space for it, build at least one economic center. Population = taxes, so you want some growth, though be careful of overcrowding and the negative approval effects of that. There are techs you can research that increase economics and trade efficiency.

Build freighters as soon as you can, and maximize trade route potential by putting starbases with trade enhancing modules in high density areas.

Selling techs to the other races is also an excellent way to earn some cash.

Tony
Reply #3 Top
So, in this case, it would only make sense to increase my manufacturing capacity if I could maintain the slider at 100%?
Reply #4 Top
One of the first things I do with any new game is to make a few default ship types - namely, the Colony Ship & Constructor, also the Freightor & Transport (as I unlock the techs). I also build one or two default Tiny hull ships, and one per other hull type, again as I unlock the techs.

These ship designs are all "bling" - no engines, weapons or whatever (although I do plan out the modules for the colony, etc); these are my base designs. Then, as I research newer engines & weapons, I can simply go in & edit the default as needed. Mainly engines & life support for the construction & transport types, but also weapons & defenses for fighter craft.

As for more powerful ships than Star Fighters & Defenders, you need to research the hull techs to be able to build larger hull types (click on the un-researched tech to see what you get). Also as you research newer weapons, defenses & engines, the size per component will decrease - so the Warp Drive 1 through 5 will all have the same speed, but the size per unit will decrease (which will allow you to mount more components).
Reply #5 Top
For #1: Yep, that's pretty much how it works.
Here's it, broken down.
1 factory produces 8 points
Your spending is set to 100% -> Your factory produces 8 points
Your Military, Civic and Research sliders are set to 33% all of them
Your factory produces 66% of 8 points -> 5.28, or 5 Points. (round off)
These five points are divided in 2 -> half goes to civic, half goes to military. 5.28 / 2 = 2.64 (3)
So in the end, you'll be making 3 civics and 3 military + whatever research centers you have.

Hope this makes sense

For #3 - The more people on a planet, the more taxes. The more economic buildings the more taxes from the people.
The more entertainment buildings, the happier the people, the higher you can set your tax, the more money you get from the same amount of people.

You have to balance your money income with your industrial capacity. Don't try and make every single one of your planet a ship production planet - you'll need some very good economics bonuses to be able to support that.

Also - trade. Trade is good, makes you money AND keeps the neighbors happy (whoever you trade with will have an additional reason to like you).

All in all, you have to balance your industrial capacity with your civilization's wealth.

Hope this helps
Reply #6 Top


So......it would only make sense to increase my manufacturing capacity if I could maintain the slider at 100%? Because if I can't maintain the 100%, then it would mean I can't utilize my current industrial capacity, right?

If that's the case, then at that point I may want to focus on other social projects - econ, research etc... until I can crank the slider to 100%?

Oui ou Non?
Reply #7 Top
#1. There is some fuzzy math that may get in the way. At its basic level it works as follows.

First, lets look at one planet.
Imagine an empty planet with a Civilization Capital, starport, and nothing else.
The civilization capital has an industrial capacity of 24, and a research capacit y of 24.

Now, we'll look at the economy screen. Ignoring any racial or planetary bonuses.
If you set spending to one hundred percent, that civilization capital will cost you 24 BC a turn, regardless of distribution.
If you set the distribution to one hundred percent research, than that capital will produce 0 mp, 0sp, and 24 rp.
If you set the distribution to fifty percent military, fifty percent social, and zero percent research, then you'll get 12 mp, 12 sp, and 0rp.

If you set spending to fifty percent and leave the distribution at 33-33-34, then you'll be spending 12 BC a turn and getting 4-4-4.

Unfortunately, your question is worded a bit confusingly. I'm going to guess what you're asking.
Is your question related to the relationship between the spending slider and distribution sliders or
between the spending sliders and empire wide bonuses?
between the spending slider and planetary bonuses?
between the spending slider and planetary improvements?
between the spending slider and planetary tile bonuses?
something else?
Reply #8 Top
Unfortunately, your question is worded a bit confusingly. I'm going to guess what you're asking.
Is your question related to the relationship between the spending slider and distribution sliders or
between the spending sliders and empire wide bonuses?
between the spending slider and planetary bonuses?
between the spending slider and planetary improvements?
between the spending slider and planetary tile bonuses?
something else?


Alright, I will try to simplify the question and disregard the calculus ( I am talking about the slider under the tax rate slider, I believe it is called Industrial Capacity, though I'm not sure, I am at work and don't have the game in front of me):

If I cannot set my industrial capacity slider to 100% AND still maintain positive income of BC's......then why would I want to build more factories if I can't fully utilize my current production capacity?

Does that make sense?

Sorry....I'm new to the game so I'm still mastering the lingo.....

Reply #9 Top
Here's one way to increase your economic income from taxation that is based on the diminishing returns per million as the population grows larger. Its an early game tip. And while your civ capital has no maintenance cost, each colony has a maintenance cost of 12 BC. So, expanding quickly will always drain your coffers unless you implent various strategies to counter that expense.

Here's the situation. It's early in the game, and you've just finished your colonization period. You're low on money and you're looking for ways to keep from bankruptcy. You have a decent morale, and quite a few planets with under a billion people.

Take a spare colony ship, and load 500 million people from your homeworld and send it to your least populated planet. The turn after it lands, you will have seen a significant increase in that colonie's tax revenue. A half-billion additional citizens provide more income on that young colony than a half-billion additional citizens on a nearly full capital. Think of it this way, the young planet has more resources to exploit than people to exploit them. Once a planet reaches a certain population level, you start taxing the McDrengin Burger employees instead of hazard pay miners and frontiersmen.

The supporting tactic I'm currently using involves the default humans and populist party. Instead of increasing my tax rate above 33%, i put a single entertainment facility on each planet right after building a factory. If I do this BEFORE the growth rate hits the cap, it may speed things up. It doesn't hurt that I'm taking the political route and will soon open up elections. This isn't enough by itself, but it does help overcome the basic cost of a colony a bit quicker.
Reply #10 Top
Lingos not a problem. Much clearer now that you rephrased your question. If you've got enough population to make it worthwhile, you may want to create a factory or two just to make it quicker to produce economic improvements.

And, if you can cut the time it takes to get that constructor out by a third, then you can spend that third turn with a zero percent spending. I personally don't like ever dropping my spending slider, but sometimes it is advantageous to have a the capacity at 100 percent even with a deficit. Then when you get to close to a negative treasury, you just spend a single turn or two at zero percent spending, and your treasury jumps right back up and then you set it back to one hundred percent. I tend to set my rate at zero percent more often than I set it at anything between the two extremes.
Reply #12 Top
Bovine Cannibal said:
"Take a spare colony ship, and load 500 million people from your homeworld and send it to your least populated planet. The turn after it lands, ..."


I've tried moving population using colony ships. How does this happen?
Reply #13 Top
Bovine Cannibal said:
"Take a spare colony ship, and load 500 million people from your homeworld and send it to your least populated planet. The turn after it lands, ..."

How does this work. I wanted to off load the colonists from a poorly designed colony ship but couldn't do it. When I put the ship in orbit I click the launch button. I then moved the slider until it said 1 million colonists. The 499 million others disappeared and didn't get added to the planet.