Slow Campaign//Sure it will pick up...

Hey everybody, I'm new to 4x games, but I just bought Gal Civ 2 a couple of days ago. I heard that the campaign was a really good way to familiarize yourself with how the game operates but I still have a few questions. First of all, I could not find an effective way to generate revenue outside of taxes in this first mission. Trade really wasn't an option because there were so few players in this first level/ or was it an option? Anyway, in the first game I played I lost due to the financial collapse of my empire.

The second game I am about to win because I extorted money out of my ally every turn just about.

Any viable strategies for staying afloat better?


Secondly, I was wondering if the campaign becomes more interesting in the next few missions. My primary complaint about the first level is that the mission is really too simplistic, with only one opponent to defeat and three opponents overall (two of whom are really not a factor), and therefore there aren't many adversaries to juggle.

Finally, all of this technology is overwhelming for this reason: 1.) I have no idea how to most effectively use the units I have attained once I get them.
For example: I got the ability somewhere down the road to build an Advanced Market Center. I built it in hopes of increased revenue on the planet. No dice... Why no dice? Does there have to be trade on a planet for the market centers to have an impact?

Where can I look at a comprehensive list of units values?

Thanks, Spencer



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Reply #1 Top
I have never played the campaign,, mainly because I like the sandbox game more.

What I know is that the game run on percentages. That means buildings usually improve your planet by percentages, not by concrete numbers. The Market Center improves your planet by a percentage too, so the improval it makes depends in many other factors, and if your planet doesnt produce much to start with, it wont help much.

Anyway, cant you trade? Trade is one of the best (if not the best) way to get money. Also, you can get more taxes by improving your population, since taxes are population based. And I do hope you know you can change the taxes percentage in the domestic adviser menu.

About the technology, they usually work on percentages too. Most of them gives an overall bonus to your civilization in a area. There are many of them, like diplomacy, influence, economy, soldiering etc. Besides that, a technology may also give you a planet building upgrade (which usually improve the percentage improval of a building), a space station new module (either military, economy or influence), or a ship upgrade.

About ships, you dont need to use the standart ones. In fact, the standart ones are crap. What you need is the ones you´ve design. By designing ships, is where you really learn to know what the military technology gives you in terms of ship upgrades.
Reply #2 Top
Spextrum. For revenue on the first map, max out the banking tech lines and don't forget to add them to your planets. Keep in mind, sometimes races just don't want to trade with the Drengin. Otherwise (as was mentioned), in some missions you can research diplomacy and run a negative bank balance the whole game - if you keep trading away techs for money. I'm not sure, but that might be more difficult with the latest patch though.

Also, the missions do pick up and become more varied as you go along, but the challenge is to win against the odds.

In case you didn't quite pick up on this up yet, the campaign maps are almost all right out of our very own sky. The maps were designed from Astronomy books & inlude star distance, size, and spectra.