New to GalCiv2 with some questions

Greetings,

I had a few questions about some things in galactic Civ II that are still confusing me and hoped some of the people here could clear them up for me. I have actually read the manual, and browsed the forum here in an attempt to find some answers, but the search functions never seems to return results for my queries, so I'm asking here in hopes of finding some help.

A little background - I'm coming to GalCiv II from Alpha Centauri most recently, I never played the first game (which could account for my confusion). I'm actually playing the demo while I wait for Amazon to deliver the ultimate bundle to me ($36.99 get yours today!) with that in mind, here are the questions.

1) is there a message log? I see the message that a ship or whatever is finished, but if I don't act on it right then I forget, and come back later and find a planet full of constructors. since there doesn't appear to a ship cue ( at least in the demo) - It might be nice to skip back and see what I missed or forgot to change. this game seems to come with a lot of micro-management


2) trade is a bit confusing. I get the "farter away - bigger planet -  more money" part, but what about shorter runs in a faster ship? can you make a really fast freighter and does it matter if you do? From what I can tell, once a trade route is established, the freighter becomes a tiny icon in the route and appears to move at a standard speed. is there any advantage to faster turnaround for trade routes, or is that not even a factor? also how does the money for the routes work, is it payed per turn, or only on completion of the run? Also, are you limited to one route per planet, or can you send multiple freighters to the same planet - other than the "eggs in one basket" risk, one could make money if you were in a far corner of the map

I like the trade aspect of the game - one of the reasons I went ahead and ordered it - but I would like to understand it better.

3) upgrading seems a bit time consuming in the demo, at least. I can easily upgrade one ship, but is there a way to upgrade all similar ships at one time? perhaps this is in the full game.

4) at what level does the A.I. get aggressive. I'm still trying to figure out the game so having the A.I. sit on its hands isn't necessarily a bad thing, (playing on normal), but I don't want my head handed to me if the difficulty goes up exponentially  from there :-)

5) do people fill up all the tiles on each planet? I'm having enough trouble balancing my economy with a planet's tile about half full. I shudder to think what it will be like in the full game with higher quality planets. even in the demo the morale hit for large populations is dramatic to say the least.

6) my only complaint so far ( and it's a small one) is that the pace of progress seems galacial - I realize this is due in large part to the large tech tree. I'm a fan of quality over quantity, so I really like to research tech at an alarming rate and the demo never lasts long enough to get to the higher quality research buildings. can you really ramp up your research with the better buildings or are they just incrementally better? I guess what I'm really asking is there a viable tech strategy?

Finally is there an archive of the changes made in the versions of the game - since I'm coming to this late, I'd like to get a sense of how the game has evolved. In the Journals section of the main GalCiv II site I found the v2.02 Change Log - nothing farther back though, but perhaps I'm not looking in the right place.

I'm sure that the full game plus the expansions will change things and bring more questions, but for now I'm enjoying the demo.

Sorry for the many questions and thanks for taking the time to read this and perhaps help me out.

SilverBanshee

 

12,667 views 15 replies
Reply #1 Top

I've got a couple answers, but I'm sure some others can add to them or fill in where I didn't answer...

1. Yes. On the side of the mainscreen (looking at the map), there will be either green, blue, light blue, yellow, or red boxes. They represent the following...

  • Green - New Ship Styles; Completed Planetary Improvements
  • Blue - Completed Ship (click red arrow at the bottom of the box to launch the ship)
  • Light Blue - Peace Treaty signed between two nations
  • Red - War declared between two races
  • Yellow - Possibly a Surrender (?)

2. ?

3. ?

4. The AI will start getting somewhat aggressive around "Tough," but don't worry - if you provoke it enough at Normal, it will attack you there as well.

5. Build alot of Economy Buildings (Market Center/Adv. Market Center/Trade Center/etc.)

6. When you get the full version of the game, you'll definitely have new options as far as Research strategies are concerned. You'll have enough time to get a decent economy, so that you can support more Research funds. You'll also be able to get to the upper tiers of the Research tech tree, which gives you much better buildings.

7. There might be more. I'll look around a bit and let you know.

Hope this helps. If you have any more questions, feel free to ask. Best Regards.

~ Cypher ~

Reply #2 Top

1) When a ship or building completes, there's a popup square on the right side of the screen.  The ships are blue boxes, whereas the improvements are green-though the improvement boxes show dependent on what your setting for them is; you can set it so that they don't show if the planet is still building something.  Right clicking on the blue ship box will launch the ship while taking you to it, while left clicking on it will simply take you to the ship in question.

There have been issues with the ship build notification boxes not showing up reliably late game in very large galaxies with lots of ships and planets, but this is generally not something your average player runs into.

There is also an event log in the civilization manager window, although I'm not positive ships show up there, despite the fact that they're theoretically supposed to.

2) You can make a faster freighter, but it only cuts the time that it takes for it to start the trade route.  After it starts it, it's set to a speed of 1 (maybe this is 2 in TA, since TA's base speed is 2, but I haven't checked), ignoring all engines and bonuses.  So there's really not much point.  Trade routes do factor in how long they've been in existence for their income function (apparently) as well, though, so you could theoretically make as much out of a much shorter trade route smply by having it go back and forth much more often.

The money is paid per turn, but will fluctuate up and down dependent on where in the route the freighter is.

You can send as many freighters from one planet to another planet as you like, provided you don't exceed your maximum number of trade routes, which has a global cap at 12 if memory serves, with all trade research completed.

I dislike the trade aspect of the game, personally-primarily because, comparative to taxation, its impact on my economy is very minimal.

3) In the Upgrade window, by clicking Upgrade on a single ship, you have a check box in the upper left hand corner to Upgrade All Ships of This Class.  That's the closest you'll get.

4) The Drengin in particular are normally fairly aggressive (ignoring the expanding bug a number of people have encountered in the latest TA), and in general any evil race (Korx, Korath, Yor) will be more aggressive than a good or neutral race as well.  At Tough or Crippling you can expect to have to start either defending yourself or striking preemptively (with the latter being preferred), but that varies from player to player.

Tough is considered the baseline difficulty, at which point the AI gets no bonuses or penalties and the player gets no bonuses (the player never gets any penalties, strictly speaking).  Sub-normal difficulties confer a slight economic bonus on the player and run the AI at a percentage of its economic output, so while they're helpful to learn the game, they're not so great for learning strategies.

5) Yes.  The problem that you've noticed here is that morale is depreciated by population on both an additive and a multiplicative basis.

Quoting Sole,
I don't have a 9B number because I didn't play the Yor for this test.

Pop: malus, multiplier

8B: -18%, 0.82
10B: -25%, 0.75
11B: -28%, 0.72
12B: -32%, 0.68
13B: -36%, 0.64
14B: -40%, 0.60
15B: -44%, 0.56
16B: -48%, 0.52
17B: -52%, 0.48
18B: -57%, 0.43
19B: -61%, 0.39
20B: -66%, 0.34
21B: -70%, 0.30
22B: -75%, 0.25
23B: -80%, 0.20
24B: -85%, 0.15
25B: -90%, 0.10
End of Sole's quote

So going from 10B to 14B I lose 15% additive and rather than having 75% of my morale structures/racial points having an effect, I have only 60%, or 80% of that total, having an effect.  So to have 100% approval at 14B pop, I'd need 140% approval at 10B pop (100 / 0.8 + 15), and as you can see, the higher you go, the worse it gets.  Most people will stop their planets somewhere between 12B (DA)/14B (TA) to 18B (DA)/20B (TA), which is basically one or two "full" farms.  Technically you get access to a +7mt farm using most of the TA trees, but it's better to just use the +6mt farm.

So if you weren't so concerned with filling up your planets with farms and morale structures, you'd probably be able to run a high enough tax rate to finance filling every tile.

:)

6) The demo only allows you 3 game years-approximately 150 turns.  I can't remember, but I think it was limited in galaxy size as well, so there's a limited amount of resources no matter what.  Without being more specific I can't really address your research concerns, although even with the additional +50% modifier to weapons/defense techs in TA weapons are much cheaper there than in DL/DA, but I'm going to go out on a limb here and say that your perception of the slow pace of research probably has to do with your population/approval/income problems.

The research buildings themselves start at around 6tp and max out at 18/22 for DL/DA and 16/18 for TA, where the first number is the discovery sphere and the second number is the neutrality learning center (for which you have to choose neutral when researching Xeno Ethics to gain access to).  Obviously TA's unique tech trees mess with this balance somewhat, but in general everyone starts around 6 and can reach 16, with the exception of the Drengin at 12, the Torians at 10, and the Iconians who don't have a basic (spammable) building prior to their 10.  The interesting part is that as far as I'm aware all civs have access to the neutrality learning centers (18), provided the choose the neutral ethical path upon research of xeno ethics.  A couple of the racial trees in TA even provide research bonuses as well.

7) Not sure-I'm fairly positive a changelog is put up with almost every patch, but if you're asking for the entire history of the game, good luck is all I can say.  I certainly think it'd be nice to have, but I'm not holding my breath, personally.

Reply #3 Top

Thank you both for the replies:

Regarding the notification Icons on the right side -- I did see them, and they are useful (particularly since clicking on them does something - didn't know that). my problem is that I'm forgetfull and need a reminder that persists more than one turn. Knowing myself I see this as a particular problem on larger maps with many planets. I'll never remember all of the stuff I've set in motion ;-). I will check the colony manager screen more carefully though - thanks

Too bad about the freighters... I had visions of super fast freighters funneling hoards of cash into my economy, ahh well

the upgrade all ships check box - Wow, was that easy to overlook - thanks

For the rest, I guess I'll practice propping up my economy to finance my tech habit. (since it appears I won't have the trade incomeI was hoping for - (dreams of avarice...) might as well get some practicle experience before the full game gets here.

For the record, I did not try and fill up every tile with farms and morale structures - I was much to busy upgrading the many obsolete colony ships I forgot to stop producing into constructors to  build economy starbases everywhere to help increase my trade enough to pay for the many farms and morale str.....(wait where was I....)

B)

Having played the demo a bit now - I'll be interested to see what the expansions bring to the game - Although I'd like to try the Dread lords campain before I dive into the expansions.

Again thank you both for the help and advice.

 

Reply #4 Top

For the record, I did not try and fill up every tile with farms and morale structures - I was much to busy upgrading the many obsolete colony ships I forgot to stop producing into constructors to build economy starbases everywhere to help increase my trade enough to pay for the many farms and morale str.....(wait where was I....)
End of quote

:rofl:

Reply #5 Top

Well as far as freighters go, most seem to send them to other civ's only to get on better relations with those civ's... since it adds a + to your relations for trading. You can make a decent amount of money with freighters though, by trading with a local minor.

Find a minor that is closeby to your homeworld, and have all your freighters go there from your homeworld (your homeworld has to make them, so that way all frieghters are on the same route). Then you can spam economy starbases along the way (as many as possible, preferably build them first near the minor's planet since freighters make more money when they are further away).

I've been able to bring in approx 5000BC/turn doing this, and the minor was probably around 30-40 pc's away (30-40 moves for the freighter 1-way at speed of 1) and I dropped about 30+ econ starbases upgraded to increase trade monies, and they also helped local planets by adding modules to increase planet productivity.

Although for the cost involved in making all those starbases, I'm not really sure if it was really worth it, since it took almost 3 years game time to complete the whole process of building and upgrading them all. But since that game went on for 7 total years, I probably made some decent money.

Some people have claimed to bring in much more than this, up to 30k / turn, of course that might have been for Dark Avatar and not ToA.

But the 5000BC may have been from a increased trading revenue event that had happened, it may have been less than that.

Reply #6 Top

Well, the demo hasn't really given me a chance to try my hand at trade dominance, but Amazon tells me I should have the Ultimate Edition i my hot little hands on the 13th. so I'll give the Econ base route a try then.  fiddling around with it in the demo the best I have achieved is a couple of hundred a turn. of course there are no minor races in the demo, so that may have something to do with it. I expect that as the A.I. get more aggressive massive trade will be harder to manage, still, it's fun to think about how it might work. Thanks for giving me something to shoot for (5000bc / turn seems astronomical coming from the demo perspective).

SilverBanshee

Reply #7 Top

There's also the little thing where trade income is halved when your treasury is >10000BC.

Actually in light of the economic malus at 20000BC being a racial penalty it's entirely possible the trade malus is a racial penalty as well but I don't think anyone's ever tested it.

Bottom line is you make significantly less money from it in those situations.

Reply #8 Top

Can someone  please tell me the shortcut to take screenshots within the shipyard screens? I want to get some pictures of the ships I've designed

Thanks

Reply #9 Top

Easier way to get pictures is to download a program, such as Hoversnap (which is free), so you can capture screenshots by hitting the "Print Screen" button and it will save them all. Right now, i think hitting Print Screen works, but it only makes a copy of the picture, which then you would have to exit GalCiv and open up a paint program to paste the picture and save it. It's possible that ToA saves pictures into some directory, but when I first attempted to do screenshots, I could find no such folder or files, thus have used Hoversnap ever since.

Reply #10 Top

It's possible that ToA saves pictures into some directory, but when I first attempted to do screenshots, I could find no such folder or files, thus have used Hoversnap ever since.
End of quote

Either ctrl + prtscrn or alt + prtscrn (I always forget which), and it saves them to the Screenshot(s) folder in TA's folder in My Games.

That functionality isn't present in DL or DA, though.

Reply #11 Top

For the rest, I guess I'll practice propping up my economy to finance my tech habit. (since it appears I won't have the trade incomeI was hoping for - (dreams of avarice...) might as well get some practicle experience before the full game gets here
End of quote

 

Avarice... no, that was a different Stardock game.   :grin:

Reply #12 Top

That functionality isn't present in DL or DA, though.
End of quote

Not so, DA uses the same principles for snapshots.

 

Too bad about the freighters... I had visions of super fast freighters funneling hoards of cash into my economy, ahh well
End of quote

 

Ya know, i've been thinking deeply into this particular issue and i started wondering if putting more than 1 Trade Module on a Freighter would increase these numbers despite the built-in warnings by SD stating 'We only need one per ship'.

I even pre-designed the X-Worlds Freighters (for DA only, as of now) with Impulse Drives at minimum hoping for a much faster cash input ratio but since there's a speed cap obstacle (again, another) hardcoded_in - it IS as silly of a situation as it will ever get. Although the TA Resilient Routes ability would seem to be an indirect way to devise an optimal Trading strategy, if only it would (also) work as intended by coders.

OverCashing penalties should really be taken out of this gameplay... too. Then, i could afford some kind of financial_monumental wreck over whatever enemies dare standing on my way to Mogul megapowers. Heck i'd even outright BUY a bunch of metaverse score points (if only to prove to the Warlike type of scorers that properly managed money can also determine a performance evaluation in a true Economic winning condition!) by using a virtual vault overflowing with game ending supplemental BCs. :erk:

Reply #13 Top

That functionality isn't present in DL or DA, though.

Not so, DA uses the same principles for snapshots.
End of quote

I don't recall DL/DA having an auto-save feature on the screenshots like I mentioned TA does.

You can of course prtscrn and paste into paint/etc, but that's not quite as user friendly.

Reply #14 Top

I have never really used screen shots but I think maybe DA was changed some time ago to allow for the easier (non prnt scrn) way of making screen shots.

My problem is getting the shots from imageshack to these forums. I just can't seem to get them to work at all.

Reply #15 Top

My problem is getting the shots from imageshack to these forums. I just can't seem to get them to work at all.
End of quote

The forums don't use the standard links, but [img ][ /img] tags work.  If you copy the image link, you can set the hyperlink on the thumbnail with the chain/infinity button in the post editor.  Just be sure you don't accidentally link to the thumbnail as well.

You should be able to use the insert image button also, but I think that places the burden of scaling on the forums themselves.