Quick questions from a GC1 fan...

Just purchased GC2 a few days ago and have been playing it non-stop. I haven't even had time to download any updates! Anyway just some questions for all the GC2 gurus!

1. What strategy are you using for low class planets? How about high class?

For me, any class 5 planet or lower are used mainly for research. I just build tons and tons of research centres and labs etc. Anything over 10 I add a space station ( i forgot what it is called - the one that let you build ships) and pump with factories, two farms, one enterntainment, one embassy and market centres.

2. What do you do with planets that just have factories? Do you focus on research?

Since you can't build ships (all tiles are factories) and there are no space for other projects?

3. Do you guys leave one extra tile free for wonders, achievements and trade goods or do you fill ALL the tiles and then come back and build something else on?

4. Is there anyway of seeing what components are in a ship in the shipyard construction window?
Sometimes I want to create a better constructor than the one that comes with the game...but I can't seem to edit the standard constructor...I can only build a new one. The problem is that I actually don't know what components is part of that contructor....unless I build it, launch it and look at the components that way.

Thanks guys!

7,766 views 6 replies
Reply #1 Top
2. What good is all factories? You need that shipyard.
Reply #2 Top
2. What do you do with planets that just have factories? Do you focus on research?


Decomission one of the factories and buy/build a starport. (To decomission, select the building to get rid of, choose Decomission in the building list (it's listed just like all other structures you can build), then click the Demolish button that will have replaced the usual "Build" button). Then you're free to put down your spaceport.

3. Do you guys leave one extra tile free for wonders, achievements and trade goods or do you fill ALL the tiles and then come back and build something else on?


My strategy for it really varies from game to game, depending on the number/quality of planets I have. No over-arching strategy for that aspect from me. Sometimes I'll build up completely and decomission as needed, other times I'll leave some blanks. (Or use the un-usable tiles once I get the necessary improvements to make 'em habitable).

4. Is there anyway of seeing what components are in a ship in the shipyard construction window?
Sometimes I want to create a better constructor than the one that comes with the game...but I can't seem to edit the standard constructor...


At the moment, no, there's no way (that I'm aware of) to see the components on an already-designed ship. I believe they're adding that in for the next patch, but again, I'm not 100% certain about that. From the 1.1 changelog: "+ Ship Design Screen displays installed components in a grid list. Right click to remove a component." I believe that's just for the ship you're currently designing... doesn't sound like quite what you're looking for.

On the other hand, making a new constructor (colony/freighter/transport) is pretty simple. All you need is the correct module to slap on and you're set. If you go to the Modules list (furthest to the right in the listing of Extras, Engines, Weapons, Defenses, Modules), it'll give you a list of all the miscellaneous modules you can add on. It'll list sensors, life support, and then the ones you're looking for. There'll be a troop module (assuming you've researched planetary invasion), a colony module, a trade module, and a constructor module. Just slap on a constructor module (or whichever you're looking for), and as many engines as the thing can hold and you're set.
Reply #3 Top
Decomission one of the factories and buy/build a starport

You don't actually have to choose "decommission" - you can just build over it, and
get charged for the difference in building values,
Reply #4 Top
You don't actually have to choose "decommission" - you can just build over it, and
get charged for the difference in building values,




Thanks for the tip... that's going to be quite handy indeed
Reply #5 Top
You don't actually have to choose "decommission" - you can just build over it, and
get charged for the difference in building values,


Not only that, but the factory you're building over continues to contribute to your production until the week the new building is finished.

-Dewar
Reply #6 Top
Thanks guys for the info.

One question about the decommission thing. Mine doesn't actually say decommission...it just says upgrade. When I click on it, it starts to build the shipyard. Is this what SrGalen and Dewar mean?