Zerogman Zerogman

Mind Control Center and other worthless things

Mind Control Center and other worthless things

Does it do anything?

Ok, the description of the Mind Control Center says it causes a planet to defect almost instantly when it revolts. However, I have yet to actually notice any change with or without it. The stat window for it says it grants a +100% economic bonus, which it also doesn't do...

So aside from costing a lot to build, does the Mind Control Center actually do anything?

The Secret Police Center: Gives one planet a +20% to morale, the description says it adds to the base morale, but I don't build it... ever... I'd rather build a cheap Entertainment Network with it's +25% bonus.

Propaganda Center: Same as with the Secret Police Center, just +20% to loyalty instead, it's not a 100% gaurantee like the Reeducation Center is for stopping planets from defecting.

The Galactic Guidebook: Worthless, by the time you build it, every anomoly is gone. Also, it doesn't enable surverying on every ship, it just reduces the cost of the survery module to '0', so it will still take up space.

The Advanced and Ultimate Miniaturization techs: Somewhat useful, but not as useful as they should be since for some reason most components increase in size at these two techs, which is kind of the opposite of miniaturization, don't you think?

Gravity Accelerators and Hyperion Shipyard: Woohoo! A WHOPPING +1 to speed for each! <~~ Dripping with sarcasm.

Good and Evil alignment's unique temples: Amount of trade stolen from other good/evil races isn't usually significant enough to matter in my opinion. Also worthless once other good/evil races are defeated.

The Temple of Neutrality: While it does draw enough from tourism income of other neutral races to be somewhat useful, it still becomes worthless once all other Neutral races are gone.

The Doom Ray: Ok, it's good if it's the strongest weapon you have, but after all miniaturization techs are researched, it becomes to large and expensive to be worth the damage it causes compared especially to the Black Hole Eruptor.

On a massive Hull:
Doom Ray: Size 16 Damage 22 Cost 150 1.375:1 damage:size ratio
Black Hole Eruptor: Size 14 Damage 25 Cost 160 1.786 damage:size ratio
Black Hole Generator Size 12 Damage 16 Cost 100 1.333:1 damage:size ratio

Cost aside, the Black Hole Eruptor has by far the best damage:size ratio while the Black Hole Generator has the lowest damage:size ratio. The Black Hole Generator may have the lowest ratio, but it costs a lot less that the others... Ratios with costs added:

damage / (cost / 100) : size ratio

Doom Ray: 0.917:1
Black Hole Eruptor: 1.116:1
Black Hole Generator: Still 1.333:1

So cost factored in makes the Black Hole Generator the best, and puts the Doom Ray even farther down the ranks... (Metaphoric Expression)

Anywho, I'll stop typing now, I can get very long-winded as some people know!
23,550 views 51 replies
Reply #26 Top
I spent all night trying make the Gravity Accelerators work as a percentage, not a flat bonus. I couldn't figure out how.
But I did move them up in the tech tree- they're under Extended Life Support, they give a +2 bonus, and the cost a little less. I'll play tonight to see if it's balanced.
Reply #27 Top
The Advanced and Ultimate Miniaturization techs: Somewhat useful, but not as useful as they should be since for some reason most components increase in size at these two techs, which is kind of the opposite of miniaturization, don't you think?

Miniaturization should be called Expansion as it increases the size of the ship hulls; the size of components increase in size as the hull size increases. Since floating point values always are rounded down and most components have relatively small size, the miniaturation would often be lost if they applied to components. Yet another reason to round off floating point values to the nearest!

Gravity Accelerators and Hyperion Shipyard: Woohoo! A WHOPPING +1 to speed for each! <~~ Dripping with sarcasm.

+1 to speed matters a lot early in the game when your ships are slow but not much in the game. It should be a +25% speed boost so it matters a lot in each stage of the game.

In the Dec. 2005 Beta of GalCiv2 there was an Omega Shipyard which provided a precentage boost (I forget how much 25-50%?) to the weapons and defenses of all ships built on that planet; I would build this on my Manufacturing Capital! I miss the Omega Shipyard! I think it became available when you reached Medium Hulls; why not make it available when you reach the next level of the hull branch which currently provides nothing (just a gateway to "Large Scale Building" which provides Large Hull)?
Reply #28 Top
I'm a bit confused, some of the posts contradict each other.

What does Mind Control actually does? What about other wonders that are ill described, what do they do? What about goverments? Anyone who has checked this can make it clear please?


Well, the mind control center, by description, is supposed to make planets that are revolting defect almost immediaty. Instead, it gives you an Empire wide 100% to economy.

The governments do not do what they say they do in their descriptions. (i.e. +25/50/75% to production and research.) I am guessing that they actually make the bonus and economic bonus instead since the only thing I seem to get from a better government is more money, not that that is a bad thing, I'd just like the prouction and research bonus later in the game when money doesn't matter.

Miniaturization should be called Expansion as it increases the size of the ship hulls; the size of components increase in size as the hull size increases. Since floating point values always are rounded down and most components have relatively small size, the miniaturation would often be lost if they applied to components. Yet another reason to round off floating point values to the nearest!


I would agree with you if it weren't for enhanced miniaturization actually causing some hulls to decrease in size. My initial understanding was that to avoid dramatic rounding that they were going to just increase available hull space so that their would be a benefit with each tech.

Besides, the descriptions of the miniaturization techs all say , in a nut shell, they make everything smaller. So why call it expansion when you aren't expanding? I do think to some extent it is expansion since components are getting bigger with each tech, but only changing once it clears each whole number. This is especially noticeable on the massive hulls! An Impulse Drive MkIII goes from a size 9 up to a 13 with no miniaturization when it's 9, and full miniaturization when it's 13.

Lastly, opinion only, and I've probably said it earlier. They should stop making components get larger as miniaturization gets better. Isn't the purpose of miniaturization to make components smaller without losing their effectiveness?

REALLY lastly, I may have said this earlier as well, but why should, for example, a Phasor VII takes up about twice as much space between a medium hull and a massive hull. So shouldn't a weapon that is twice as large do at least twice the damage?
Reply #29 Top
The stat window for it says it grants a +100% economic bonus, which it also doesn't do...

Actualyl i build that mind control thing yesterday and it works. Its basically a 2nd economic capital.
Reply #30 Top
Space consumed by one Impulse-III engine, on each hull, at each level of miniaturization:

Impulse.3NormalBasicEnhancedAdvancedExpertUltimateSupreme
Tiny4555555
Small5556667
Medium6667778
Large/Cargo77889910
Huge891010111213

Componant size increase with hull size increase is a game feature.

But to have componant sizes increase as the level of miniaturization goes up is counter-intuitive and thwarts the use of larger hulls and miniaturization. Both of those techs are valued by the A.I., so it is also counter-productive with respect to breeding competetive enemies.

Or maybe there's a positive that should be a negative somewhere? This table would make more sense if the columns were reversed. Like if the row for Huge went from 8 down to around 5 instead of from 8 up to 13.

Then big ships with miniaturization would be deadly, and become an important race.

Reply #31 Top
Miniaturization seems to be something that started out as one thing in the game and then changed towards release and was never renamed. Brad has said many times that they wanted all ship sizes to be viable throughout the game. Also he did not want the end game to become a race to the *monster ship*. I think the way the system works now is that balancing act in well action .

Whether you agree with their reasoning or not there is a optimal point for you to stop researching miniaturization for the hull size(s) you prefer. Also higher level components are not affected as much by hull size as their earlier counter parts. Again I think this is done on purpose to give you a reason to bother continuing to research a particular branch of ship components rather then just jamming more inferior components into a larger hull.

For certain components, mainly engines or defenses, it does make sense for them to be larger for larger ships. If for no other reason then there is more ship to push or cover . However I do agree that weapons increasing in size just because you have more space to put them in does seem a bit off. But I think it's that balancing issue I mentioned at work again. There was probably a magic number the devs wanted in terms of total components on a given hull size. Finding that sweet spot is part of figuring out how to optimize your empire. Course once you know then it's no big mystery .
Reply #32 Top
anyone take a look at the planetary improvments file? Tons of buildings that never made it acctually in the tech tree.
Reply #33 Top
For anyone interested, here is a list of componants that have a SizeMod.


SizeMods Query
ComponantSizeSizeMod
Adv Troops Module1270
Constructor Module3550
Troops Module2030
Trade Module4025
Colony Module2525
Armor Plating1020
HyperDrive615
Plasma II710
Plasma III610
Mini-Balls II810
Smart Chaff1010
Mini-Balls1010
Mass Driver IV710
Mass Driver III910
Mass Driver II1010
Mass Driver1210
HyperDrive Plus610
Space Cannon1610
Impulse Drive Mark II510
Particle Beam1410
Impulse Drive Mark III410
Ion Drive510
Laser1010
Laser Mark II810
Laser Mark III710
Laser Mark IV610
Impulse Drive710
Particle Beam II1210
Laser Mark V510
Plasma 910
Chaff1210
Duranthium Armor III510
Duranthium Armor II610
Duranthium Armor710
Tri-Strontium Armor610
Titanium Armor610
Titanium Armor III410
Titanium Armor II510
Warp Drive610
Black Hole Generator810
Enhanced Deflectors89
Deflectors109
Shields II79
Superior Deflectors49
Advanced Deflectors69
Shields89
Phasors III77
Neutrino Bullets77
Phasors107
Graviton Disruptor III77
Phasors II87
HD Spike Driver IV67
HD Spike Driver III77
HD Spike Driver II87
Phasors IV97
Graviton Disruptor IV87
Graviton Disruptor II87
Graviton Disruptor97
ECM III87
ECM II87
ECM107
Duralthene Armor77
Disruptors III67
Disruptors II67
Disruptors77
HD Spike Driver97
Singularity Driver107
Tri-Strontium Armor III57
Tri-Strontium Armor II67
Subspace Blaster67
Sinularity Driver IV77
Singularity Driver III87
Nano Ripper97
Singularity Driver II97
Phasors V77
Shields III67
Quantum Driver III97
Quantum Driver87
Qauntum Driver II87
Psyonic Shredder97
Phasors VII67
Phasors VI87
Kanvium66
Warp Drive Mk. II66
Sensors Mk. VI25
Ultimate Adamantium45
Barriers65
PD Combo75
PD Combo II65
PD Combo III55
Barriers II55
Warp Drive Mk. III55
Force Field55
Sensors Mk. V25
Point Defense II75
Barriers III45
Basic Support35
Survey Module85
Dynamic Shielding55
Subspace Rebounder65
Superior Duranthium55
Doom Ray105
General Life Support35
Kanvium III45
Point Defense III65
Admantium Armor II55
Warp Drive Mk. V35
Warp Drive Mk. IV45
Point Defense85
Admantium Armor65
Extended Support35
Advanced Force Fields55
Sensors Mk. IV25
Kanvium II55
Hyper Warp Drive Mk. III55
Hyper Warp Drive55
Sensors25
Sensors Mk. II25
Sensors Mk. III25
Hyper Warp Drive Mk. II55
Advanced Support34
Zero-Point Armor34
Droid Sentries53
Droid Sentries II43
Droid Sentries III43
Superior Force Fields43
Ultra Support33
Invulnerability Field43
Invulnerability Field II33
Aereon Missile Defense42
Ultimate Invulnerability32
BlackholeEruptor120
Anti-Matter Torpedo II120
Anti-Matter Torpedo120
Anti-Matter Torpedo III120
Harpoon II120
Positronic Torpedo110
Positronic Torpedo II110
Psyconic Missile100
Photonic Torpedo II100
Quantum Torpedo120
Quantum Torpedo II120
Quantum Torpedo III100
Stinger180
Harpoon III160
Photon Torpedo120
Photon Torpedo III110
Photon Torpedo II90
Sparrow180
Harpoon160
Stinger II160
Stinger III140
Stinger IV120
Photonic Torpedo140
Reply #34 Top
The same engine taking up more space on a larger ship makes perfect sense. Larger ships have more mass to move, so they need larger engines. Weapons taking up more space is completely illogical. A bigger weapon that does the same damage as the little one?

The thing I don't understand about miniaturization is that the name implies that something is getting smaller. What is getting smaller? Hulls and weapons get bigger, but nothing really miniaturizes!
Reply #35 Top
Miniaturization seems to be something that started out as one thing in the game and then changed towards release and was never renamed. Brad has said many times that they wanted all ship sizes to be viable throughout the game. Also he did not want the end game to become a race to the *monster ship*. I think the way the system works now is that balancing act in well action


Well, read the description of the massive hull. It says it is approxmatly 3000 meters long. Of course it doesn't really appear that way since next to a medium it appears to be about only 3 or 4 times longer. 3000 meters, 3km, or 1.8miles.

That makes the massive hull 1400 meters, 1.4km, or .8 miles longer than an Imperial-class Star Destroy (For all you Star Wars geeks, I'm guilty here! ) The Imperial-class Star Destroyer has over 100 weapon emplacements, of course that isn't just Turbolasers, it's 60 Ion Cannons, and 60 Turbolasers. For some reason they didn't carry any proton or concussion missles/torpedos, but with that many Ion Cannons and Turbolasers, I can sorta see why that might be overkill. Although, you could easily say that a Super Star Destroyer is overkill being 8km long. Even more overkill, would be the Eclipse-class Star Destroyer, which is approximately 16km long. It was made 6 years after the battle of Endor to be a replica of the Emperor's old flagship.

So wouldn't it make sense that a massive hull would be a "monster" ship?

For anyone interested, here is a list of componants that have a SizeMod


Ummm... your size mods are off somewhat... at least last time I checked, which is literally 20 seconds ago...

For example, the size/sizemod of Titanium Armor is size 6/ size mod 4, not size mod 10

Also, the Colony Module, Troop Modules (Normal and Advanced), Construction Module, and Trade Module do not have a size mod, they are the same size on every hull no matter how much miniaturization.

The same engine taking up more space on a larger ship makes perfect sense. Larger ships have more mass to move, so they need larger engines. Weapons taking up more space is completely illogical. A bigger weapon that does the same damage as the little one?


Heh, I've said that three times now...

Now I hope I am not alone on this, but I am somewhat Ok with weapons and sensors getting larger as hulls get larger. I can definately understand engines, defenses, and life support modules getting larger though.

Anywho, as I've said before, my original theory is that they gave hulls greater capacity as miniaturization techs got better so as to avoid decimal rounding on components, which would negate some percentages of miniaturization altogether. Sohaving it round a much larger number will make a smaller percentage of error when the decimal is rounded on the hull capacity.

Reply #36 Top
If the miniaturization worked logically (decreases space of components, doesn't increase hull space [ship size could still increase the size of some components]), there would be one major problem:

100% miniaturization. You can suddenly place an infinit amount of components on a ship. Every component has size 0.

But this could be fixed with a miniaturization cap somewhere between 50 and 100% and having the miniaturization-techs etc. give a much smaller benefit.

Also, rounding will much more often than now negate small miniaturization-bonuses if it was changed to this.
Reply #37 Top
Ummm... your size mods are off somewhat... at least last time I checked, which is literally 20 seconds ago...

For example, the size/sizemod of Titanium Armor is size 6/ size mod 4, not size mod 10

Maybe we have different versions of GC2Types.xml?
Here is a cut and paste from my "...\TotalGaming\GalCiv2\Data" folder (brackets edited):
< Defense >
< Name >Titanium< /Name >
< Class >A< /Class >
< Size >6< /Size >
< SizeMod >10< /SizeMod >
< Cost >20< /Cost >
< Absorption >1< /Absorption >
< DisplayName >Titanium Armor< /DisplayName >
< Description >This is armor< /Description >
< Model >armor0< /Model >
< Thumbnail >armor< /Thumbnail >
< Category >Armor< /Category >
< Tech_Requirement >Titanitum Armor< /Tech_Requirement >
< Animation >Defense.x< /Animation >
< /Defense >

At least in my copy of the file, the SizeMod for Titanium Armor is 10. Anyone else have a different number? Perhaps we have inadvertently discovered how Microsoft came up with the phrase "Slipstream Upgrade"?

EDIT: After uninstalling, and then re-downloading through Stardock, my new version of GC2Types.xml does indeed say SizeMod for Titanium Armor is 4. So some changes have taken place. I'll post an update when I get it assembled.

Reply #38 Top
If the miniaturization worked logically (decreases space of components, doesn't increase hull space [ship size could still increase the size of some components]), there would be one major problem:

100% miniaturization. You can suddenly place an infinit amount of components on a ship. Every component has size 0.

But this could be fixed with a miniaturization cap somewhere between 50 and 100% and having the miniaturization-techs etc. give a much smaller benefit.

Also, rounding will much more often than now negate small miniaturization-bonuses if it was changed to this.


That's why I was saying don't even bother with changing the size of the compenents, just keep miniaturization as it is where it adds to the hull size, thus making miniaturization techs have the value of it function as a multiple of rather than a percent difference. Thus you wouldn't have to bother changing any of the techs or variables really.

So a Massive hull with size 80 (At least I think it's 80 initially) with a 50% miniaturization bonus would make it a size 120, and a miniaturization of 100% would make it a size 160. So hull capacity would be figured as a formula:

Initial Hull size x (1 + Miniaturization bonus% / 100%*) = final hull size

*- or if you understand percentages as a value and not a percentage only, 100% would translate to 1.00, and 75% would translate to 0.75. This would change the * part to just the value of the percentage miniaturization.

As I said, this makes miniaturization function as a multiple rather than an actual percentage. I believe they do this because you could essentially conquer everyone's Hyperion Shrinker and then make components that would take up virtually no space, if any. Heh, and if you get above 100%, then it would make the hull get bigger as you stuffed more components in it.

I think it already functions like that to calculate hull space, but it just makes the components bigger, which makes no sense at all.
Reply #39 Top
Well, read the description of the massive hull. It says it is approxmatly 3000 meters long. Of course it doesn't really appear that way since next to a medium it appears to be about only 3 or 4 times longer. 3000 meters, 3km, or 1.8miles.

That makes the massive hull 1400 meters, 1.4km, or .8 miles longer than an Imperial-class Star Destroy (For all you Star Wars geeks, I'm guilty here! ) The Imperial-class Star Destroyer has over 100 weapon emplacements, of course that isn't just Turbolasers, it's 60 Ion Cannons, and 60 Turbolasers. For some reason they didn't carry any proton or concussion missles/torpedos, but with that many Ion Cannons and Turbolasers, I can sorta see why that might be overkill. Although, you could easily say that a Super Star Destroyer is overkill being 8km long. Even more overkill, would be the Eclipse-class Star Destroyer, which is approximately 16km long. It was made 6 years after the battle of Endor to be a replica of the Emperor's old flagship.


In fact, the Imperial (or Imperator, as it is technically called) is 1.6 km long, while the Executor is 17.2 km long. Eclipse is 16 km, but has greater mass than the Executor. /Pedantry

As for all this strange business with miniaturisation and balancing, surely the best thing to do would be to radically rejig the logistics system. Having two (small) fighters being equivalent to a (huge) battleship is ludicrous, and by the time you have hulls on that scale, anyone sensible will have lots of logistics. So make use of them! That way, lots of little fighters will still match up against one massive battleship, without worrying about scaling up weapons. Defences, engines and life support would still scale, but nothing else.

Has this already been suggested?
Reply #40 Top
In fact, the Imperial (or Imperator, as it is technically called) is 1.6 km long, while the Executor is 17.2 km long. Eclipse is 16 km, but has greater mass than the Executor. /Pedantry


Heh, Star Wars n00b... The Imperator was not the technical name of the Imperial Class Star Destroyer. It was the actual name of one of the Imperial Star Destroyers (Wether it was an Imperial 1 or 2, I can't remember). Although I might be mistaken and it may have been the name for one of the predecesors to the Imperial Class (The Victory Class) Star Destroyers.

The Executor was the first Super-class Star Destroyer. It was the same as all the other Super Class at about 8km in length. The only significant difference being it was the first and was given to Darth Vader as his personal flagship shortly after the Battle of Yavin. Admiral Ozzel was the original commander of it. He was the one that Darth Vadar killed in The Empire Strikes back near the beginning when the Imperial fleet jumped too close to Hoth, making them visible to Rebel sensors. Ozzel thought element of surprise would be best, obviously Vader disagreed... Command was then given to Admiral Piett. The Executor was destroyed at the Battle of Endor when Rebel fighters destroyed it's two shield generators, followed by a Rebel A-Wing intentionally smashed into the bridge thus going out of control and smashing into the second Death Star. (Although it didn't look like it was intentional, but that's their story and they're sticking to it! ) Of course, for a dramatic affect, it happened to just hit the right spot that would cause an enormous explosion. Aren't movie effects great?

As for all this strange business with miniaturisation and balancing, surely the best thing to do would be to radically rejig the logistics system. Having two (small) fighters being equivalent to a (huge) battleship is ludicrous, and by the time you have hulls on that scale, anyone sensible will have lots of logistics. So make use of them! That way, lots of little fighters will still match up against one massive battleship, without worrying about scaling up weapons. Defences, engines and life support would still scale, but nothing else.

Has this already been suggested?


Yes, it probably has been suggested many times, but we have yet to see any sort of reply...

What I find funny was that I started this thread talking mostly about buildings and Super Projects that seem to have no functionality, or at least the functionality they say they have.
Reply #41 Top
If you're going to get picky about language, and call someone a noob, you should know that the Executor was not a "Super-class Star Destroyer", it was a "Super Star Destroyer class" ship.
Reply #42 Top
If you're going to get picky about language, and call someone a noob, you should know that the Executor was not a "Super-class Star Destroyer", it was a "Super Star Destroyer class" ship.


I am not being picky about language, I was pointing out an error the guy made, just like I am correcting yours... The Star Destroyer is a type of ship, if it be a Victory, Imperial, Imperial II, Super, or even Eclipse, those are the classes of Star Destroyers. So by me saying "Imperial class Star Destroyer", I was using a more extended term rather than the simpler term, which I probably should have used since it's more common.

However, they are all Star Destroyers. The Imperial class became the standard after replacing the Victory class, since the Victory class is better used for orbital bombardments than ship-to-ship combat. Only one Eclipse class was ever made, which isn't surprising since it's 16km long, or approximately 10 miles long. Although I can't remember what happened to it, I mean, come on, how do you lose track of a ship that is 10 miles long?!? Although, I guess that is possible since the Empire also lost track of a giant battle moon (The Eye of Palpatine) shortly after it was built I think about 18 years before the battle of Yavin. Luke met one of his many loves on it, Callista. However, I am getting off track... again...

The Star Destroyer was originally designed by Lira Wessex. She is the daughter of a supposedly famed Old Republic engineer and designer, Wallex Blissex. Once again another tid bit that isn't really important but interesting none the less...

Anymore questions? I think I need to make it look like I have a life at least and not get into in-depth detail about Star Wars. And no... I have never been to a Star Wars convention, never even knew they existed, but not interested either way.
Reply #43 Top
Zerogman: Let me introduce you to some REAL SW fanatics. If they saw your comments, they would not be happy. Here: Link

This page is devoted to the common mile-long destroyer known to the forces of the Galactic Empire as the Imperator-class star destroyer, and colloquially known as Imperial star destroyer to rebel operatives.


And the Executor: Link

Executor-class Star Dreadnoughts
(“Super Star Destroyers”)


And finally, Executor length: Link

And no, I've never been to a SW convention either. I just write stories, and one of them went into the SW realm... getting hit by half a dozen pedantic reviews hurts, trust me...
Reply #44 Top
Zerogman: Let me introduce you to some REAL SW fanatics. If they saw your comments, they would not be happy. Here: Link

This page is devoted to the common mile-long destroyer known to the forces of the Galactic Empire as the Imperator-class star destroyer, and colloquially known as Imperial star destroyer to rebel operatives.


Eh, this arguement again... Wether to call it an Imperial-Class, or Imperator-class, can both have arguements... I chose to side with the Imperial-class because that seems to be referenced as a class, and the Imperator is always referred to as the name of a ship. The only reference, at least that I've noticed, to it being an Imperator-class was from some blueprints created in real life, not in the Star Wars Universe. I am sure the site used those blueprints as a reference... Looking at the bottom of the site too, I noticed it was a single guy with a good amount of references.

And the Executor: Link

Executor-class Star Dreadnoughts
(“Super Star Destroyers”)


And finally, Executor length: Link


Yeah, heard that, the Executor is 8 times the size of a normal star destroyer... Here's another arguement. I am prone to believe the "over 8km in length" side... What makes sense to me, is the over 8m in length since it can conincide with the 10 - 12 times the size of an Imperial Star Destroyer. (Which doesn't mean 10-12 times in length, but in volume as a whole)

Taken from part of that guys website:
"At one stage, Kenner considered including an item based on the Executor in their toy line. The developers considered the ship's true name too scary for children, so they invented the “super star destroyer” label. This term is insensitive to realistic naval terminology,..."

It's a toy, they can call it whatever they want so long as they pay the royalty to, and probably even get approval from, LucasFilm Ltd.. So what he said is also an opinion based upon fact, not an actual fact in itself. Last part mentions it being insensitive to realistic naval terminology. Unfortunately, he's assuming that the space military forces use our real life form of naval terminology, which it obviously doesn't since the movies (Which are the Star Wars equivalent to the Bible) never give any ships the prefix abbreviation like we give our navy. (Like the U.S.S. Enterprise for the U.S. navy).

Also, the Star Destroyer/Dreadnaught arguement is a no contest win in my opinion for all of them being Star Destroyers. This guy's site says they used the term "Destroyer" to specify size. However, this would be basing it upon our own system for size. I believe they are all Star Destroyers since the Empire ruled through fear, and Star Destroyer would literally mean a destroyer of stars and seems like a more fitting logic for the Imperials. A Star Dreadnaught can also be turned into a Star battleship, or Star Patrol Ship, if you assume the title after Star refers to it's size, but that makes it sound like the base design of the ships was "Star", which I HIGHLY doubt would be the case.

This can also agree with making the Victory, Imperial, Imperial II, Super, and Eclipse classes for Star Destroyers. Just because the Executor was the name of the very first Super Star Destroyer doesn't mean they are all going to be called Executor class Star Destroyers. The Executor was the name of the ship, just like Han owns the Millenium Falcon. Speaking of which, the system the guy uses above (Calling them Executor class since the Executor was the name of the first one) would mean that the very first YT-1300 light freighter was named YT-1300. Now who names a ship YT-1300? Finally this same arguement I use for the "Imperator-class" Star Destroyers... So the very first Imperator Star Destroyer was named the Imperator? (Kinda redundant if you think about it) So the newer, and more commonly used term, Imperial, and Super, Star Destroyers seems to make a lot more sense to me.

Also, just because two Super star destroyers aren't the exact same (i.e. The Lusankya and The Executor) doesn't neccesarily make them different classes of Star Destroyers. For example, every Mon Calamari Cruiser is unique, since they are constructed by hand I think, but no matter what differences they have, they are all called Mon-Calamari Cruisers.

In closing, nobody is 100% correct unless it comes from Lucas himself, is mentioned in the movies, or is a publication directly from LucasFilm Ltd.. It's all up to you as to what to think, just back up any statements you make so you can have an arguement, thus sometimes spinning off new ideas and theories. The "Star Wars Encyclopedia" from Del Rey, in my opinion, is the best single source for referencing anything Star Wars. I say this since Del Rey published most, if not all, Star Wars Essentials books, used about 100+ sources for it, and the main author has the largest private collection of Star Wars memorabilia in the world (Last I heard at least), so you know this guy is definately a nerd!
Reply #45 Top
EDIT: After uninstalling, and then re-downloading through Stardock, my new version of GC2Types.xml does indeed say SizeMod for Titanium Armor is 4. So some changes have taken place. I'll post an update when I get it assembled.


Wow, I hope you have some automated way to do this, but still it's an effort and I appreciate your contribution.
Reply #46 Top
I agree with the Gravity Accelerators, which is why I changed the initial value of 1 to 5. Tried 10 but it doesn't balance with the rest of the elements. By the time I get around to building it I am starting to dominate the map.

Thats the beauty of the game and editing the xml files. Don't like something, change it. Comparing loading the game and changing the xml file, about the same time.
Reply #47 Top
Yes, I have an automated way; MS Access can extract tables from xml, and then I can do a query on the tables, and convert it to html, and voila:

DisplayNameSizeSizeModDisplayNameSizeSizeModDisplayNameSizeSizeMod
Armor Plating1020Droid Sentries32HD Spike Driver II44
Titanium Armor64Droid Sentries II42HD Spike Driver III34
Titanium Armor II54Droid Sentries III42HD Spike Driver IV44
Titanium Armor III44Aereon Missile Defense42Neutrino Bullets64
Duranthium Armor73HyperDrive610Black Hole Generator64
Duranthium Armor II63HyperDrive Plus510Psyonic Beam84
Duranthium Armor III53Ion Drive49Particle Beam1410
Superior Duranthium53Impulse Drive78Particle Beam II1210
Tri-Strontium Armor63Impulse Drive Mark II57Laser105
Arnorian Battle Armor44Impulse Drive Mark III46Laser Mark II85
Tri-Strontium Armor II63Warp Drive66Laser Mark III65
Tri-Strontium Armor III53Warp Drive Mk. II56Laser Mark IV55
Kanvium63Warp Drive Mk. III46Laser Mark V45
Kanvium II53Warp Drive Mk. IV36Plasma 85
Kanvium III43Warp Drive Mk. V46Plasma II65
Duralthene Armor62Hyper Warp Drive35Plasma III55
Admantium Armor62Hyper Warp Drive Mk. II45Phasors74
Admantium Armor II52Hyper Warp Drive Mk. III55Phasors II64
Ultimate Adamantium42Basic Support25Phasors III54
Zero-Point Armor32General Life Support24Phasors IV74
Deflectors94Extended Support23Phasors V64
Enhanced Deflectors84Advanced Support22Phasors VI74
Advanced Deflectors64Ultra Support22Phasors VII64
Superior Deflectors44Survey Module85Subspace Blaster64
Shields63Sensors38Disruptors64
Shields II53Sensors Mk. II28Disruptors II54
Shields III43Sensors Mk. III25Disruptors III54
Subspace Rebounder64Sensors Mk. IV35Doom Ray104
Barriers33Sensors Mk. V35Sparrow153
Barriers II43Sensors Mk. VI25Stinger183
Barriers III33Space Cannon165Stinger II163
Dynamic Shielding53Railgun125Stinger III143
Dynamic Shields46Railgun MK II105Stinger IV123
Force Field42Railgun MK III85Harpoon113
Advanced Force Fields52Railgun MK IV75Harpoon II103
Superior Force Fields42Railgun MK V65Harpoon III93
Invulnerability Field42Railgun MK VI55Psyonic Missile103
Invulnerability Field II32Singularity Driver84Photonic Torpedo102
Ultimate Invulnerability32Singularity Driver II74Photonic Torpedo II92
Chaff105Singularity Driver III64Photon Torpedo92
Smart Chaff85Sinularity Driver IV54Photon Torpedo II82
ECM63Nano Ripper94Photon Torpedo III92
ECM II53Graviton Driver84Anti-Matter Torpedo92
ECM III43Graviton Driver II74Anti-Matter Torpedo II92
Telepathic Defense43Graviton Driver III64Anti-Matter Torpedo III82
Point Defense53Graviton Driver IV44Quantum Torpedo92
Point Defense II43Psyonic Shredder94Quantum Torpedo II92
Point Defense III33Quantum Driver84Quantum Torpedo III82
PD Combo43Qauntum Driver II74Positronic Torpedo92
PD Combo II33Quantum Driver III64Positronic Torpedo II112
PD Combo III33HD Spike Driver54BlackholeEruptor112

I notice that size scaling with hulls has gone down quite a bit, and that missile tech also now scales with size, but just a little. This should result in bigger hulls actually being bigger. Maybe able to squeeze more componants on bigger hulls...Off to the labs! -- Er, what's that 'hon? No, I'm not 'just' playing games again; this is scientific research

Reply #48 Top
I had put a little work into finding the absolute best combination of weapon size and miniaturization, but if they're going to tweak things like that without telling us I better not continue. (For example, the best and cheapest Beam ship with 2 power is a small hull with Laser II and Impulse II. For three power research to Advanced Miniaturization (cheaper than Laser III) and Impulse III.)
Reply #49 Top
Zerogman: fine by me. You've clearly thought through it and made your own decisions. We'll just agree to disagree...
Reply #50 Top
I had put a little work into finding the absolute best combination of weapon size and miniaturization, but if they're going to tweak things like that without telling us I better not continue. (For example, the best and cheapest Beam ship with 2 power is a small hull with Laser II and Impulse II. For three power research to Advanced Miniaturization (cheaper than Laser III) and Impulse III.)


From what I've experienced, it seems that +100% miniaturization is the best legit level of miniaturization. That's just researching every miniaturization tech and not building a Hyperion Shrinker.

I've stolen 3 other Hyperion Shrinkers from enemy A.I.'s, and the last one, the one that put me at +160% actually hurt more than helped, the only hull size it improved was the Medium, and all of my previous Massive hull designs were now over-sized so I won't be able to upgrade them unless I drop a component or two.

Zerogman: fine by me. You've clearly thought through it and made your own decisions. We'll just agree to disagree...


Heh, good, so does that mean you are a follower of a side, or are you just waiting to see what comes of the squabbling? Given a strong enough arguement, I might be able to waiver a bit on some of those things I mentioned, but the one that I am 100% not moving on was the "Star Destroyer" part. "Star Destroyer" is the name of the base model (well, not really 100% a model, but for explanation sake, it's still easier to understand.) of the ship. It sounds destructive, especially when one considers the power needed to destroy a star! Heh, Luke Skywalker's name was originally going to be Luke Starkiller, that just seemed to harsh (or evil) for his character.

Lastly, thank you guys for getting back on track of the topic! I do enjoy talking/debating/arguing Star Wars, but I didn't intend to start this thread about it, someone just got me started and I forgot to stop... again...

Also, I think I am going to try and see what happens in a non-Metaverse game if I give myself a negative miniaturization value... might be interesting... might do nothing... or it might crash the game. (Most likely outcome)