starting up and creating custome race questions

Hi

I want to a few questions to ask about game set up, if anyone can help me, that will be much appreicated.

1) On the starting set up screen, it states that one can choose hwo fast tech rate grows, "very slow", "slow", "normal", etc. What is the actual differences, does anyone know. Is it only applicable to the AI players or does it affect me.

2) for custom race creations, the racial bonuses with political party affailations and the abilities points selection, i am a little confused.

suppose i pick the "federalists" party, and i get an economics +20

so now, on my abilites screen, if i allocate the max economics bonus to +30, does that all added up to an economics of +50 or does it remain at +30. like wise for other abilities

also for trade routes, if i choose the master level, that means i get an extra 3 routes at early start of the game, during game play, if i research "master trade" tech and get a +3 trade routes, don't i get a total of 6 trade routes because of my inital choices.

bascially do all my abilites added up for a particulr abiliteis of a race if one of my options for picking that ability gets me more than what is given to me in light of some other choice i have alrady made.

3) if i build my own non-mining economic starbase compare to a economic starbase which mines resources, what would be the differences in term of bonsus to the economy.

4) by having stellar cartography researched, how does that affect having "blind exploration" selected?


Thank you everyone
3,291 views 4 replies
Reply #1 Top
i just found this on the Gal CIv 2 wilki website under racial bonuses:


"Inherent bonuses are special bonuses that each preset race has on the top of the standard 10 points. You can remove all other bonuses to yield the standard total of 10 point available for customization.

Inherent bonuses disappear if you try to customize that ability by selecting an option in that category.

Other bonuses like Logistics and Miniaturization can never be removed or changed."

So does it mean that if my race has an +35 in inherit bonuses for solidering, but then i choose that options for picking that racial abilities to have a +2 added to it, then i get a total of +27?? and also what about if i choose also a political parties that gives me additional solidering bonuses, or does it decreased to the level dictated by the choice of political parties i choose which would be less than the solidering bonuses given in the inherent bonus.
Reply #2 Top
Well, I'm no expert, but I'll start it off and people can correct me where I falter.

1.) I don't knwo what the actual difference is, but my guess is that the rate determines how many research points the techs cost, so at very slow, ion drive may cost 200rp(made up for example) and at very fast it may cost 20rp(made up for example). And I'm guessing it affects everyone, as it wouldn't make sense otherwise.

2.) From your examples above, yes it would be +50, and actually your trade routes would be somewhere around 11 or 12, because you'd have the inherent 3, 3 from the 1st trade research, 2 or 3 from the 2nd trade research, and 3 from master trade, the last research. I believe you could get 15 if you were neutral and researched the special trade as well. And from what I've seen, inherent bonus plus bonus from the abilities chosen with 10 points do add up.

3.) Not really sure what you're talking about, so I'm skipping it.

4.) I haven't played with blind eploration yet, but from reading the manual, it shouldn't have any effect at all. Blind Exploration has to do with the sphere of influence a race is giving off, while stellar cartography(I think) only shows you which stars have planets around them and how many.

Hope this helped.
Reply #3 Top
3) if i build my own non-mining economic starbase compare to a economic starbase which mines resources, what would be the differences in term of bonsus to the economy.


Economic resource mining bases grant a boost to your overall economy ability, and thus your overall income. The standalone econ bases allow you to build production-assist modules (to amplify the production of research, ships, or improvements on worlds in the SB's radius) and trade-boosting modules (increases the income of a trade route when the mini-freighter is in its radius).

In simple terms, the resource bases help you make money, and the standalone bases help you spend it (and to a lesser degree make it too, but most people use it for the production boost)
Reply #4 Top
thanks everyone for the help.