I don't think I am cut out for this type of game.

I think I might be stupid, literally.

I bought Civilizations IV a while back and had a really hard time with it. It was my first "real" PC strategy game, and I got my butt kicked quite a bit. It took me a long time, but I finally won a victory. A Space Race victory, and that's only because I played on a Continents map and all the opponents were on different islands (thus, I had no direct competition for land). It's the only victory I was able to manage, and only on a Continents map.

Lately there has been (in my opinion) a serious drought in the PC gaming industry. I am usually an RPG kinda guy. I like games like Baldur's Gate, Knights of the Old Republic, Vampire--The Masquerade: Bloodlines, etc. You know, *that* route. But lately, there just isn't much out there. Just first-person shooter games, mostly. And strategy games. And so that's when I decided to get Galactic Civilizations II: Gold Edition. It got a pretty good rating on both GameSpy and GameSpot, and the forum members at BioWare.com recommended it to me, and their word is gold to me.

They were right, it is a fun game. It's better than Civilization IV, in my humble opinion. But now I am suffering post-traumatic syndrome from my attempts (and tremendous failures) at Civilizations IV. Ah, why sugar-coat it. I SUCK! I AM STUPID! There... I said it. I have no strategy. I have no intelligence, no cleverness, no clue. I can't win at this game, because I am not "strategically inclined", as it were.

I am just wondering, though... is it possible to learn? Or am I doomed to be a loser forever? Because I read posts on here all the time about you guys thrash this game and make it cry for its mama. I want to be able to do that! ARGH!
18,854 views 29 replies
Reply #1 Top
Well in your case you neede to read at least 1 guide for the game just to be sure you know the basic concepts and strategies in the game. For GalCiv2 you can find links for such guides from this forum. For Civ4 go here http://www.civfanatics.com/civ4/strategy/- there are guides for every aspect of Civ4. And don't take it hard most of the players here play stategy game for more than 5 year. For me it is over 10 years and it is for sure that i will beat the AI on my 3-4 game at normal no matter of the game(if it is Turn based strategy).
Reply #2 Top
Don't feel bad dude! You can most definitely learn how to play games like this! All of us had to some point. I'm only "okay" at this game compared to the guys who can beat it on Suicidal. It requires a different approach than your RPGs, however. An RPG is generally a story-driven game. In GalCiv2, you make your own story. If it helps, think of yourself as playing the Emperor in an RPG. It is your job to guide your people to victory. This will require different skills and different mental exercises than controlling a single character through a pre-set story. You will need to learn to recognize patterns of results, similarly to how you know what feats are good for a given character in KOTOR. You will need to pick and choose your battles and how you will develop your empire, similar to, though not identical to choosing skills and equipment and classes for your characters in RPG games.

In short, take it slow and easy. Put the game on Cakewalk difficulty (and do NOT use randomize intelligence, as that could result in one of the AIs being smarter than you want them to be) and just play around. Experiment to see what works. At Cakewalk, the AI should more or less leave you alone while you go about learning how to manage an interstellar empire. You will find ways to expand that don't cripple your economy and methods of building planets that are effective for your preferred playstyles. One of the intimidating things about a game like GalCiv2 is that you have so many options open to you. No NPCs are giving you hints about what town to visit and no dungeons are leading you towards a confrontation with a boss monster.

Don't give up though. Don't give those smug TOrian bastards the satisfication of beating you! I think if you like RPG games, you are much closer to being a strategy gamer than you think. Certainly closer if you were nothing but a twitch-game lover who suddenly picked up a game like GalCiv2 on a whim...Good lucK!
Reply #3 Top
Hi!
you guys thrash this game and make it cry for its mama. I want to be able to do that!

Welcome to the 4X gaming! 4X stands for eXplore, eXpand, eXploit, eXterminate. The recepie to win in GalCiv is the same as in all 4X games:
- eXplore and eXpand: find and grab as much teritory (planets) and resources as you can, grow fast and big!
- eXploit: grow economy (population, money income, infrastructure on planets), to get tech to build better ships and troops, play a diplomatic game to avoid war and incite it among opponents, trade for better tech if they have it. Watch carefully what your opponents are doing, what weapons and defenses are using, and direct your research and politics accordingly.
- eXterminate: get proper tech, build enough military (ships and troops) to do the job, and attack the weakest opponent. Rinse, repeat. Leave the strongest for the end.

To learn game mechanics start a game on a tiny/small map on the easiest level (cakewalk) with one opponent, and play. Check each technology what it does and how usefull is, compete with yourself for more speed (Could that be done faster? What could help here?) and capacity (more money, production, research). Accoring to your findings make a research path for the next, more serious game. Try just about everything you could imagine and the game allows and watch what will happen. The goal in this game is to learn, not to win. When you think you've learned enough, start another tiny/small game with 3 opponets, and increase difficulty level by 2 (simple).
Apply your research path and watch where you've missed - where opponents are beter. Constantly ask yourself: "Could I do that better? If I'd do this, would it put me in beter position?" Keep learning, and making plans and paths for your style of development. Save the game before you do any mayor change, so you can restore it and try a different approach. Try to diplomatically manipulate opponets, watch how they're growing and building fleets and fight wars, and research and design your ships accordingly. Start a war by yourself and try to conquer your opponet. When you succeed, go to war with remaining two AIs and fight both. The goal is to learn how to attack and how to organize defense.

It doesn't matter if you lose. What matters is do you have fun playing? If not, if all that watching and planning and ballancing is not for you, forget 4X games. But if you find the game fun, there are virtually endless ways to play it, until you don't go with difficulty above crippling.

HTH and BR, Iztok

Reply #4 Top
I've only played 1 turn based strategy game before that i can think of, Caesar 3. I mostly play RPG's too.

This game was/is a real pain if you're not used to turn based strategy, so i feel with you . I beat my first game (small map, 3 major, 2 minor races, beginner level) yesterday (i played at least 6 turns before that one but i never finished them cause they went really bad!). It took me several hours to beat it on a small map. I basicly won because i used the miniaturizing tech (+ i had luck with trading laser and armor tech). My ships where just incredible good compared to the other races. Just watching the stats when it was finished was really cool.

Just a bit of plain old "trail and error" and you'll be fine i think.




Reply #5 Top
I am certainly not the most gifted player, but you may want to consider reading some of the After Action Reports (AARs) I’ve posted for the Korath (AAR: Korath), Yor (AAR: The Yor), Terran (Terran Diplomacy AAR), and Thalians (AAR: The Thalian Hive). The Thalian AAR is in character and reads as a story, but the others are more conversational and explain what I’m doing and why at snapshots during the game. The snapshots are about every half year or when something major occurs. I’ve included screenshots with strategic notes, and a running commentary. Mostly, the AARs show what I’m discovering in the game while I explore new races and strategies. I’ll post the Krynn soon, too. Who knows? They may help.

Of course, be sure to do the tutorials, and there are a few good player manuals out there. I learned a lot from them. Be sure to read the threads on economics, too – having an economy that goes south is a real killer, and the early game is probably the hardest part to work out.

I’ve also found that the folks at the GC2 board are open and friendly, so if you post a few specific concerns I’d bet you’ll get a number of helpful (and possibly contradictory!) replies. I've found that there isn’t one correct way to solve any problem in GC2. With any deep game the choices can be daunting; some may be better than others and (almost) no choice is right or wrong, but all have consequences.

Good luck!

Hydro
Reply #6 Top
you'll get there (if you want), I struggled through all the levels on Civ 3 before finally posting a HOF entry at the hardest level. Time is the key. I'm only playing on the level above normal on GC2 for the first time as time is something I no longer have. However don't let it worry you, play at a level you enjoy, what other people are doing is unimportant. (and in any case beating most games at the top levels normally involves some kind of cheesy exploit / loophole / AI inefficiency)
Reply #7 Top
I agree with all the above posts. and anyway, who says you have to play on the higher levels to get a lot out of this game. Things are so customizable that even the lower levels are fun.

Like has been said, learning the game is key. Read a few of the strategy threads, and remember, there's no fixed best way to play GalCiv. There are as many winning strategies as players.

Hope you don't give up, You'll be happy you stuck in there.
Reply #8 Top
Follow the Locutus of borg motto: you will and can adapt!
Reply #9 Top
It also depends on what type of game you're looking for. On the higher difficulties, it really is a thinking game. On the lower difficulty settings, you have more freedom to mess around and "waste time" without being punished for it. So what do you find entertaining?

You can definitely learn to be better. At every level, the AI has deficiencies. Even with the wonderful work Brad and the team have done, there are still patterns to the way the AI works that you can exploit once you recognize them. The doesn't mean the game is easy by any means. Just because I know what the AI will likely do, doesn't mean I can do anything about it! You just have to take each new difficulty level with a fresh approach. Strategies that worked fine on one difficulty setting may need some revision to work against the tougher AI, or may not work at all.

It also helps to remember that the AI is programmed from the point of view of "Playing a role." They aren't programmed to act like human players and win at all costs. Some of them are more then happy to coexist. Military conquest is the most common means of victory, but a win is a win. There is no shame in a diplomatic victory, or a tech win, or any other. Military is just so common I think because the metaverse junkies get higher scores for it.

Make a save before any major change in your strategy or if you're going to try something new. If it doesn't work out, you can go back and try again. Even if it does work, maybe you want to go back and do it again because you now in hindsight see how you could have done it better.

Have fun.
Reply #10 Top
It also depends on what type of game you're looking for. On the higher difficulties, it really is a thinking game. On the lower difficulty settings, you have more freedom to mess around and "waste time" without being punished for it. So what do you find entertaining?


I think you're right CantinaFly. Some Gal Civ players enjoy straining against the AIs on suicidal. Personally, I prefer to just my games to unwind...

As such, most of my Gal Civ games are played on a Tiny map with a galactic power I created called the United Worlds (originally a bunch of disgrunteled Terrans who left Earth to settle on a new planet), which is specifically tailored to infulence victories (+30% infulence and pacifist party, vikes...). The games are usually played on normal difficulty.

That may sound rather weak to a player who plays on big maps on sucidial, but its what I like to do. Simple as that...
Reply #11 Top
Well I haven't given up yet, but I still have problems. I think it's pretty much the same problems I had in Civilization IV, except 10x worse. I don't remember, but didn't the tech tree in Civ IV tell you details about the new buildings? Or was that the Civilopedia. It's a shame there's not Galaxiopedia built in. Damn!

Well, so far I have noticed a few things about the game that are throwing me off. Besides the ridiculous amount of micro-management...

1. The tech tree is friggin huge. Or maybe it just looks that way all zoomed in like that, and because it's so slow?

2. I don't know how many planets is "good enough" so I can stop building/buying the colony ships? I had seven in my last game and I bet that's pretty sad on a huge map.

3. Things take forever to build. Apparently, population does NOT matter, only factories. Also, taxes do not matter, either. No matter how much you tax everyone, the limit is based on the number of mp listed in the planet's summary. For this reason I don't bother to overtax people and try to keep morale at 100%. Production is always at 100%.

4. (cont. #3) Manufacturing/research/economy techs keep adding newer improvement buildings, and so colonies are always building/upgrading crap. There's no way around this as far as I can tell, and so this really wrecks your economy, and I spend more time doing this and ignoring military (makes me nervous, but I can't stop myself). There wasn't a single damn turn I spent NOT building something, everywhere. The sad part is, even my class 19 manufacturing plant with mostly factories, a manufacturing capital and a power plant took so long to build, it was literally six hours or real time (maybe 8?)... it had something like 71 social/military in the end before I quit.

5. I forget what I was going to say? I'm so tired...

I just need more help. Maybe someone could tell me how to use starports? And how to get planets improved more effectively? Everything is too friggen slow...
Reply #12 Top
1. The tech tree is friggin huge. Or maybe it just looks that way all zoomed in like that, and because it's so slow?

2. I don't know how many planets is "good enough" so I can stop building/buying the colony ships? I had seven in my last game and I bet that's pretty sad on a huge map.

3. Things take forever to build. Apparently, population does NOT matter, only factories. Also, taxes do not matter, either. No matter how much you tax everyone, the limit is based on the number of mp listed in the planet's summary. For this reason I don't bother to overtax people and try to keep morale at 100%. Production is always at 100%.

4. (cont. #3) Manufacturing/research/economy techs keep adding newer improvement buildings, and so colonies are always building/upgrading crap. There's no way around this as far as I can tell, and so this really wrecks your economy, and I spend more time doing this and ignoring military (makes me nervous, but I can't stop myself). There wasn't a single damn turn I spent NOT building something, everywhere. The sad part is, even my class 19 manufacturing plant with mostly factories, a manufacturing capital and a power plant took so long to build, it was literally six hours or real time (maybe 8?)... it had something like 71 social/military in the end before I quit.

5. I forget what I was going to say? I'm so tired...

I just need more help. Maybe someone could tell me how to use starports? And how to get planets improved more effectively? Everything is too friggen slow...

1-Most of the entries on the tech tree are just better versions of a previous one, and nothing really game-changing. For example, there's 5 Laser techs, but the last four are just slightly better versions of the first one. This means the tech tree really isn't quite as complex as it seems at first glance. Even in Dark Avatar, there's a lot of redundancy: all the Laser techs might be in the same block, but the Plasma techs one block over are all still, essentially, somewhat better ways of shooting ray guns at people.

What you can do is to look at the list of researchable techs in the upper-left, and change them to be organized by "category". This will place all the weapons techs next to each other on that list, all the diplomacy techs together, etc. Then if you want to see what you can get later, you can click on one of them and the tech tree viewer in the bottom half of the screen will automatically center on that tech, letting you see what it's a prerequisite for.

You can also zoom out using the mousewheel if you like, but I prefer the method in the previous paragraph.


2-First, you should try not to buy many colony ships. I might buy one or two just to kick-start things, but colony ships are expensive that early on, and you really need that money to keep yourself afloat until your economy gets going.

As to number of planets, a decent rule of thumb is to get as many as you possibly can. There are exceptions, of course, but in general, the more planets you have, the better off you are. Even if you leave the planet empty because you can't afford to build anything on them (which I typically do quite a bit with the crappier planets), I'd rather have them available for development rather than having to take them away from the AI later.

Just for the record, letting an AI have a planet for you to later conquer can be a good idea on later difficulties, but few players go that high up


3-Keeping production at 100% is good, so you're doing well in that area. However, population matters a great deal: all your production buildings essentially turn money into "stuff" (i.e. production, research, etc.), and population is what provides that money. The more population you have, the more money you get. Keeping morale at 100% is a good way to get more population, since your population grows at double its normal rate when at 100% morale. However, if you run low on money and have to raise taxes, try to raise them until morale is just over 40% on your most unhappy planet, because the way morale and pop. growth interact, anything in between is wasting money.

For production, the first few buildings on a planet should be factories of some sort. You need those factories to build all the stuff that will go on the planet, and you can always replace them with other things later on if need be. If the planet is in an improvement-building phase, have it focus on social production, to speed things up a bit.


4-I try to research that sort of stuff in bursts: pick up two or three trade center techs so that I only have to upgrade once instead of several times, for example, and do one massive round of upgrades then focus on stuff like weapon techs and whatnot. I also don't hesitate to use lower-tech versions of buildings (especially factories) if them getting done quicker would be beneficial. Additionally, make sure that your factory techs are at least reasonably close to what they're having to build: basic factories are going to take forever to build Stock Markets or VR Centers, so I'd much rather have Enhanced Factories or Manufacturing Centers available before topping tech lines like that.

Another thing to remember is that money is all-important in this game. I have enough economy-centered worlds - nothing but farms, morale buildings, and money buildings (1 farm and 1 morale building per planet in DA, roughly 1:1:1 ratio of the three in vanilla GC2) - to fund everything, so that constant upgrading won't crash my economy. These planets in turn fund the upgrades, as well as my factory-covered shipyard worlds and my dedicated research-worlds.

As to your specific complaint, what was it that took so long to build? My money's on Industrial Sectors, since those are so absurdly overpriced, but I could be wrong. At any rate, I might be able to give some specific pointers if I knew what it was took so long to get done.


5-Starports are what build your ships. I like to have some worlds with nothing but factories, power plant, starport, and possibly my manufacturing capital churning out my military. If you meant starbases...I've had a hard time using them very effectively on Huge maps, just since there's so d*** many planets to try to pump up. I'd try identifying a clump of worlds that produce a lot of shipbuilding and research and cluster a few Economic starbases to cover them and pump up their production.

To improve planets more effectively, I make the first few things I build on any planet, regardless of its PQ and what I plan to do with it, be factories. Relatively low-tech factories, at that: Industrial Sectors are hideously overpriced and will take literal in-game years to build on a new planet, and Manufacturing Centers are also a tad overpriced for my tastes for most new colonies, so I usually give Enhanced Factories the nod. Once those are queued up, I set it to focus on social production and:
--If the planet is an econ world, queue up its farm(s), morale building(s), and econ buildings after the factories.
--If it's a factory-world, queue up the rest of the tiles with higher-tech factories (after the initial factories, so by that point it'll have enough industry to get them built) and a power plant, and later come back and set those first few factories to upgrade to better ones at the end of the queue. When I feel there's sufficient industry on the planet to do so, I start up some ships in the starport and set it to focus on military.
--If it's a research world, after the factories I queue up research buildings (on the +Research tiles first, of course) and a research coordination center, then eventually come back and set its focus on research once I feel it has enough stuff built.
Reply #13 Top
If you are looking for basic strategy assistance I can only share what I usually do in my startup phase.

1) Economy Screen: Set production to 100%. Set tax rate low enough to get 100% approval (and keep it at one less than a number divisible by 5. For some reason the actual percentage has relevance). The production is necessary to get you as much producing as much as you can as quick as you can. The 100% approval is to get your population growing ASAP. Do not worry about being negative income until your cash reserves are approaching 500bc or so.

2) Research Screen: I research engine techs to get up to Impulse III ASAP. If I have to, though, I will research other tech lines if it appears my planets need something. I usually stop at Impulse III and just redesign all the ships to use these engines for max speed vs. small size. I won't research Warp Drive until somewhere in midgame and often buy it from someone else.

3) The rest of the strategy depends on your maps.
3a) In small maps, rush-buy (move your Military slider to 0% to not waste those resources) some colony ships and try to grab as many planets as you can as real estate will disappear faster than money in Congress.
3b) If you are playing on larger maps, you can leave the military slider alone and scout around for the prime real estate and leave the lower planetary values for later colonizing.

4) When I first colonize a planet, I usually put at least two factories first, then a morale-boosting tile, then a starport (but sometimes I'll buy a starport first if I am trying to colonize fast as starports are cheap), then queue other structures based on what the planet is good for, and what my empire needs. Only buy buildings if you REALLY need them soon, like the starport or maybe your first factory.

Those should help in the beginning game. Mid-game is simply too complicated to try to give a good strategy guide in short pages. It is a balancing act throughout.
Reply #14 Top
RE: Taxes and production.

First thing I do with a new game:
Crank taxes up to about 48% which give your starting planet just about 50% morale. Only time I adjust down is if a planet goes under 50%. Otherwise I'm running taxes between 40 and 50% all game. This is where all your income comes from.
If you try to keep 100% morale it might take you 25 turns to build that factory. If you hover around 50% morale it might only take 7 turns to build it. Only time you want 100% morale is if you need a population boom.

Spending is 100% all the time unless I'm losing money like crazy and I back off until I'm just barely making a few bc a turn. Then as population grows, taxes grow and I can slowly increase back to 100%. Trade routes help a lot in this.

Spending for me is usually 50% tech, 30% military and 20% social. I'll tune down tech for military increase if war is upon me.

Economy is everything in this game and drives pretty much everything.

And you don't have to ignore military vs. building up your planets. This is way different then Civ IV where you can build either a building *or* a military unit. In Gal Civ you can build both. Just build a Starport and after that you can build military ships on that planet at the same time as buildings. Two separate build queues.

Good luck!
Reply #15 Top
Raising taxes till your citizens tear their hair out doesn't make any difference. Each planet has so many military, social and research depending on the buildings there, and it won't go above that limit. Unless I am missing something, I don't even see the point of not having 100% morale until your planet caps its population, unless you are flat broke and need money.
Reply #16 Top
The higher your tax rate the *more* of those shields go into military, social and research. Just try it on a mature world. Set tax rate to say 15%. Check the planet and note the number of shields in each production area.
Now jack up taxes to 50%.
You'll see a whole lot more shields in those production boxes and a ton more money rolling in to your budget.
Reply #17 Top
The higher your tax rate the *more* of those shields go into military,
social and research. Just try it on a mature world. Set tax rate to say
15%. Check the planet and note the number of shields in each production
area.
Now jack up taxes to 50%.
You'll see a whole lot more shields in those production boxes and a ton more money rolling in to your budget.


Have *you* tried it? I've never seen tax rate affect my production rate. With some races, I run with extremely low tax for a long time and can build stuff and do research and everything just fine. When I bump the tax rate up, it doesn't change the time to the next technology, or the time to build the next ship. The only thing it changes is my fiscal balance.

If you adjust your *spend* rate, then you will see a big difference.
Reply #18 Top

If you try to keep 100% morale it might
take you 25 turns to build that factory.

...

And
you don't have to ignore military vs. building up your planets. This is
way different then Civ IV where you can build either a building *or* a
military unit. In Gal Civ you can build both. Just build a Starport and
after that you can build military ships on that planet at the same time
as buildings. Two separate build queues.


I appreciate you trying to help, but your advice here is extremely misleading. Tax rate does not affect production rate.

While it is true that there are separate military and social queues, you *do* have to make a strategic decision about what to focus on. Production directed to building ships is not getting used to construct buildings, and vice versa. Usually it is a good idea to focus on one at a time on a given planet. Say you can build a stock market in 10 turns then a destroyer in 10 turns is better than doing them at the same time and taking 20 turns to have anything.
Reply #19 Top
2. I don't know how many planets is "good enough" so I can stop building/buying the colony ships? I had seven in my last game and I bet that's pretty sad on a huge map.


Its difficult to say. I ussually go for complete dominance of sectors as opposed to collecting large number of planets. It prevents me from spreading my forces too thin, and it allows me to better maximize the utility of my starbases. Plus, having a military starbase area of effect covering another race's planets is a good way to sour relations.

3. Things take forever to build. Apparently, population does NOT matter, only factories. Also, taxes do not matter, either. No matter how much you tax everyone, the limit is based on the number of mp listed in the planet's summary. For this reason I don't bother to overtax people and try to keep morale at 100%. Production is always at 100%.


Maintaining 100% morale is only useful for population growth, and elections (unlocked by certain techs). You can go for less morale, if you don't need the population growth bonus. 60% morale is good for winning elections, and provides good income.

Edit:
Don't worry too much about the slidder system. The devs originally tried to make something more complex, but it became too complex, so they settled with what you have now.
________________
I hope this helps.
Reply #20 Top
Man, all the tips in this forum are quite good. Read them and TRY them. You will only learn how to play if you try new methods and new possibilities.

About learning, anyone can learn. I´ve been playing strategy games for over 15 years (started with Dune 2) and I´m still learning stuff. Unless you´re really OLD (like 90) you can still learn.
Reply #21 Top
I know EXACTLY how you feel. I just picked up the game about a week ago, been mopping up the AI at lower levels. I just played my first game on 'Beginner' (the one below normal) and got my butt kicked hardcore. Everything started out great, I allied with the Yor, got a few Torian planets when they declared war. Economy was great, tech was good, military was so-so. Until....

Yor went to war with the Torians again. I, being a good ally, decided to assist. Which promptly caused almost every other race to declare war on me. No biggie, my tech was almost the best, except then that F'ing stupid Jagged Knife event stole 2 of my best industrial planets, crippling my war machine. I had about 15 or so fleets of various races blowing up ships and fleets faster than I could even build them. My robotic allies declared war on everyone, and I expected their massive fleets to come to the rescue (it was by far the largest).

Long story short, not ONE Yor ship showed up to help. I fought valiantly, but eventually surrendered to the Yor just to spite the attacking races.

Yeah, I'll go back to 'simple' difficulty for a while. And I sure as hell am not going to ally with the Yor again...

This game is HARD. I could beat MOO and MOO2 on the hardest difficulty with no problem, but 'Beginner' here whoops my butt. I guess I have a lot to learn. So yeah, I can definitely empathize with you.
Reply #22 Top
On any difficulty level in Galciv, it is finance that kicks your but more than anything. In Dreadlords expansion, there is a game option called 'strategist'. It slows the tech rate but gives you heaps of starting cash - this is a good thing for people who want to play a strategy game instead of practicing to be an accountant!
Reply #23 Top
it should probably also be noted to any newbies that the defensive capabilities of ships is supremely over powered at the moment, I don't know if this might impact a newbies first experiences, but I could definitely see it being a bit confusing if you didn't know how the defense was supposed to work as opposed to how it appears to work right now
Reply #24 Top
it should probably also be noted to any newbies that the defensive capabilities of ships is supremely over powered at the moment, I don't know if this might impact a newbies first experiences, but I could definitely see it being a bit confusing if you didn't know how the defense was supposed to work as opposed to how it appears to work right now



Can someone provide a few examples of what a newbie needs to know concerning current ship defense rules?

Reply #25 Top
The higher your tax rate the *more* of those shields go into military, social and research. Just try it on a mature world. Set tax rate to say 15%. Check the planet and note the number of shields in each production area.
Now jack up taxes to 50%.
You'll see a whole lot more shields in those production boxes and a ton more money rolling in to your budget.


When you go to your Finance screen, the one with all the sliders for setting taxes, production, miltary, social, research... in the upper-right corner you see how many bc goes into each. Research, Social and Military are limited to what's on your planets. Your capital gives 12 mp, 12 tp, for instance. Assume all you have is your home world with just a capital on it (your first turn, I guess), even if you set your tax rate to 100% and production to 100%, mp and tp will NOT go above 12 bc. All rasing taxes will do is lower your morale and get you more bc per turn, it will not speed production above capacity. Otherwise my planets wouldn't take about 100 turns to finish every tile.