Planetary Effects from Good v Evil choices?

Howdy all,

I'm fairly new to the GalCiv series, and unfortunately ignorant on a few things.
However, I'm a voracious reader. Is there a link out there somewhere to all the planetary effects from good v evil choices? Some of them are very unclear from the description, and I was hoping for some sort of a guide on how they work, and what they do.

For instance "...get a 65% bonus to your ships."

Err... great! 65% to what? Hit Points? Speed? Range? Monkeys?
Does the bonus apply to just this planet, or all my planets?
Does it apply to ships BUILT from this planet,
or all ships within the planets area of influence?
What if I upgrade a ship by this planet, does it get the 65% monkeys bonus?
Why do I need 65% more monkeys anyway?
Does the planetary approval rating go down for choosing the evil monkeys bonus?

Anyway, if someone can point me to a comprehensive guide to this, I'd be ever so grateful.

In fact, I'd really like to see something like the CivFanatics Warlords Academy, if something like this exists for GalCiv 2. I'd love to read up on the various strategy guides available.
10,294 views 12 replies
Reply #1 Top
The starship bonus grants the given % to both attack and defense values (permanently) on all ships built at that planet.
Reply #2 Top
No extra monkeys though... :/



The event where you get a choice when colonising a planet is always planet specific and has no influence on the surrounding areas or other planets. Approval, popgrowth etc. is not affected unless it is listed.
Reply #3 Top
Interesting, okay, thanks!

A couple of more questions:

1.) Is there an easy way to find out which planets have which bonuses from the ethical choices? For instance, I got a 26% starship bonus on...some planet...somewhere... but I neglected to write it down and have since colonized a dozen or more worlds.

2.) Is there a guide out there somewhere that lists all the planetary moral choices and their stated and unstated effects?
Reply #4 Top
Hi!
1.) Is there an easy way to find out which planets have which bonuses from the ethical choices?
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On a colony management window you can click on planet details button, and then "scroll" through your planets by clicking "previous/next" to see planet's stats.

The best way to remember what stats planet got at colonyzing is you rename it: if "Wardell II" got +45% to ships you rename it to "Wardel II +45% ship".

The starship bonus grants the given % to both attack and defense values (permanently) on all ships built at that planet.
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I'm sorry, but in DA and DL the only bonus ships get on such a planet is attack bonus. IIRC both bonuses ships got in GalCiv-1.

For other bonuses check wiki: Random event. The list may not be complete, but it should work for a start.

BR, Iztok
Reply #5 Top
If you colonize a planet, get a bonus, then it changes hands, does it retain that bonus?
Reply #6 Top

For other bonuses check wiki: Random event. The list may not be complete, but it should work for a start.
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That was EXACTLY what I was looking for. A great read, man, thanks!
Reply #8 Top
That is an excellent site. There should be link to it from the Forums homepage.
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There is a link to the GalCiv2 Wiki site from the "Databanks" link at the top left of every forum page. :)

If you colonize a planet, get a bonus, then it changes hands, does it retain that bonus?
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Yep. This works both ways. If an AI gets a colonization event bonus and then you take over the planet you get the bonus. This also applies to the racial PQ bonus ability. If an AI has a racial PQ bonus ability that gives a planet extra tiles when they colonize the planet then you keep these extra tiles when you take the planet over. The one difference is that there will be no indication of this in the planet details screen whereas a bonus from a colonization event will be shown in planet details.
Reply #9 Top
These random events are one of the most annoying features in this game. Why do good choices always have bad consequences? Why is evil always rewarded? Life doesn't work like that. To be as controversial as possible, I will give some examples from the previous century. Herr Hitler, we have found Jews in Germany. Comrade Stalin, the farmers do not want to form Collectives. Chairman Mao, the people are wanting more economic freedom. I would argue that each leader went with option 3 but in each case the consequences were also negative not beneficial. Galciv developers would appear to believe that Concentration Camps, Gulags and Little Red Books are all good for the country/planet.

I know this is over the top but putting this in the game indicates that the developers have an over enhanced self-image of moral superiority which is, as it is in the game, always unbearably annoying.
Reply #10 Top
These random events are one of the most annoying features in this game. Why do good choices always have bad consequences? Why is evil always rewarded? Life doesn't work like that. To be as controversial as possible, I will give some examples from the previous century. Herr Hitler, we have found Jews in Germany. Comrade Stalin, the farmers do not want to form Collectives. Chairman Mao, the people are wanting more economic freedom. I would argue that each leader went with option 3 but in each case the consequences were also negative not beneficial. Galciv developers would appear to believe that Concentration Camps, Gulags and Little Red Books are all good for the country/planet.

I know this is over the top but putting this in the game indicates that the developers have an over enhanced self-image of moral superiority which is, as it is in the game, always unbearably annoying.
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I agree that the way the choices are set up now is unrealistic (in real life terms) and unbalanced (in gameplay terms). I wouldn't be too hard on the developers, though. From all I can tell by the way they run their business and conduct themselves on these forums, in real life they try to make the "good" choices. As to why, then, the bad choices are always beneficial in the game ... I'm as puzzled as you are. Hopefully this aspect of the game will be improved in the future.
Reply #11 Top
Hi!
I agree that the way the choices are set up now is unrealistic (in real life terms) and unbalanced (in gameplay terms).
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Ummm, I don't completely agree here. It is true that evil choices give short-term benefits, but good chices give them too, besides long-term benfits. In my game with Iconians I've choosen to play as good, and when Drengin declared war on me I've been receiving ships form just about every civ in galaxy - including Korath! About three quarters of my mil streght were just those ships. The main joke was Korath has given me ships, declared war in the next turn, and then went after those same ships. :LOL:

But unfortunately you're right about "unbalanced in gameplay terms". "Good" civs are usually too weak militarily to be of any real help, the bonuses evil civs get are too high: better planets, game-breaking psionc beam, 100% econ bonus from MCC... and the maluses are negligible: if you disable minors, there seems to be no chance your planets will break away forming I-League. :(

AFAIK this discussion goes from the introduction of GC-2, and developers haven't changed settings much. IMO that's because GC-2 is a single-player game. There's no live competitions to misuse unfair advantage by chosing "evil", while you play as "good". You just have a bit harder game, that's all. At the end it's up to you to cheose your playing style.

BR, Iztok
Reply #12 Top
Of course evil choices are supposed to be much more powerful than good ones, it's not only realistic, it's good from other views as well. I hate it when being good is rewarded while being evil is punished, because you don't do good things so that you can get a reward, you do them because they're right. Take an example from any RPG. You help a sickly farmer and ask for no reward, but he gives you an artifact weapon which he got from his grandfather. You also get 3 times the EXP the evil choice would get you. Now, why on earth would anyone choose the evil choice? Realistically people do the evil choices because they net a nice bonus for themselves at the expense of others. The path of goodness is the hardest there is. If anything, you should penalize good choices even more, but give a sizeable score bonus once you've finished the game, since it's harder to be good because of the fact that the rewards aren't material.

As for the Hitler, Stalin, Mao, example: Their choice had a terrible cost to the normal people, but they themselves gained a significant bonus to their national stability because of it. In galciv terms, they mostly sacrificed economy to gain morale or something like that. That's what it is about. Being evil should be the easy and profitable path for yourself. Perhaps this should have more drastic diplomatic effects when dealing with good races though and influence as well.