Capn_Danger

Capn_Danger

Joined Member # 1949431
5 Posts 102 Replies 3,576 Reputation

My first TA game was using Altarians on immense, and I got a tech victory without too much trouble. I just did a small map with the Drengin and noticed small tech cost increases but only several dozen RP at a time, nothing like what has been described in the bug thread.

81 Replies 137,604 Views

If you start playing TA, the Terran tech tree is most similar to the standard tree used in DL and DA so it should be easier to go back and play the original campaign. The GC2 wiki has good tips to get a new player started. Most of it is written for DL or DA, but the strategies often apply to TA as well without much modification. As everyone else stated the main thing to keep in mind is to always keep growing your income. Getting a higher population (but not so high you can't keep approv

8 Replies 5,205 Views

[quote]It was messy, and took quite a while, but I got all my worlds back and the Korath became easy meat for a couple of other civs they'd rashly attacked.[/quote] Yeah, things can often seem quite grim, but its important to remember that AI sometimes overextends itself. If you can hold out you can often come out on top while they recover.

10 Replies 13,756 Views

[quote].Excellent, thanks. What about the "food distribution center", on a food bonus tile? I never build it, but I'm curious. Sentient species taste better...[/quote] I doubt it, the food buildings give a straight numerical bonus to food (#mt), the food distribution center gives a %10 bonus. I assume it follows the same rules as the other bonuses.

11 Replies 44,166 Views

Yeah, unless you trade or steal econ and morale techs the Yor have it pretty rough. A lot of people who play Yor with tech trading off just leave a lot of tiles blank! Loyalty makes your planets more resistant to being culture-flipped.

12 Replies 9,296 Views

[quote]Is this really a good strategy?[/quote] Especially if you take Super Breeder- x4 pop growth can get you a huge tax base very quickly. It can pay off in the long run if you do it right, but I don't use Super Breeder so I've never bothered, being worried about hitting -500 BC before my economy gets going. Sometimes I'll drop my tax rate after a major invasion push to build my new colonies pop up, though. I usually have tons of extra BC in the late game, however.

18 Replies 16,304 Views

Castratica:[quote]So wouldn't this mean that a higher population bonus is equal to or better than an economic bonus? [/quote] +Pop growth and +econ are both amazing racial picks, but I'd say +30 econ is the most powerful racial pick. The thing is once your pop reaches the maximum your pop growth bonus stops contributing, so it's biggest role is to get your worlds up and running faster. The early game is tough economy wise, so +pop makes it easier. However, the Super Breeder super abilit

18 Replies 16,304 Views
Reply to Strategies in Dark Avatar

Read through the wiki if you haven't already, it has a good amount of info about how the game works: [link="https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki"]Gal Civ 2 wiki[/link]

5 Replies 26,644 Views

Yeah, you can pretty much count on the good folks at SD being on top of patches and updates for their software. I wouldn't be too worried about the bugs, GC2 has only got better and better since it was released and probably will continue to do so for a good while. I get the impression they have some bizarre concept of taking genuine pride in the quality their product. :SURPRISED:

81 Replies 137,604 Views

[quote]So I'm guessing you'd just double-click stuff you want to add and it'd find a sorta-cool place for it.[/quote] I've seen some pretty...interesting creations from the auto-designer. Ships with huge lasers strapped all over the hull, they look like somebody crazy glued a gigantic ball of cannons together and shoved a few engines into the mess for good measure :P. They certainly do the trick in combat, though. PEW PEW PEW LASERS!

10 Replies 12,399 Views

[quote]1) Balance the starting perks. Economics, Creativity, Luck and Morale are way better for the points than anything else![/quote] True. I take econ +30, morale +10 and luck every single time. Its kinda boring.

274 Replies 736,577 Views

Markets are definitely key. Take the economy +30 pick, and the morale +10. Population growth is a big help getting your early game running, because you get more taxes from a higher population. You should always aim to have your main production slider at %100. Don't rush buy too many things at first, make a lot of market centers and don't allow your population to drop too low by colonizing too fast (if pop is real low it grows back terribly slow). I usually build 3 basic colony

18 Replies 16,304 Views

The Zombie Survival Guide is awesome. I had to put it down several times while reading and remind myself that it was just satire and the zombies weren't really coming. Then I felt sad, because I was really looking forward to the zombie apocalypse. My first stop is the Scuba Store: all the harpoons and anti shark-bite mesh that I could ever need!

35 Replies 184,562 Views

Bumpity bump bump. Is this something that has already been reported, or should I submit more detailed info?

2 Replies 3,574 Views

[quote]Essentially, when contacting a race, the race should never show you what military techs they have researched. Heck, I'm not convinced they should show you any advances down a "tech tree" they have researched (only the lowest level tech branch that the human does not have...)just a thought ...[/quote] That would be a welcome change. I've stopped using espionage for intelligence, and now I just ask them what weapons they have! "Hey, what military technology do you evil ma

274 Replies 736,577 Views

[quote]completely re-design the whole planetary development schema through buildings (Cost, advantages, maintenance)[/quote] Isn't that what they did with the recent expansion? :D Oh yeah, and it would be nice if my auto-pilot scouts wouldn't all try to explore the same region of space. Maybe if a ship is auto-exploring a sector it will "reserve" that whole sector for exploration, and the next scout will autoexplore the next sector, etc. Or something, I really have no idea how

274 Replies 736,577 Views

[quote]So +20% is actually +20% OF a max of 35% or some such.[/quote] True. Population directly affects your base morale, and afterwards the morale bonus is applied to that base morale. So, if your base morale is very low due to overpopulation then even a %150 bonus may not raise it by much (%20 base morale would become %50- and then the tax penalty to morale is added!). Mouse over the approval number on your planet screen, it will tell you how the numbers break down. Also, he

12 Replies 9,296 Views

Repost from another thread: I wouldn't mind seeing a small upgrade to the UP voting system in a future patch. It would be nice to have some say as to what issue is voted on- nominating an issue for voting from a list of possible issues, for example. Also, consider a multiple choice vote, such as # of starbase modules allowed. If the influence leader votes for no limit and everyone else votes for some number of modules the influence leader can win even though everyone else wants

274 Replies 736,577 Views

All the morale bonus buildings give a % boost, so I assume the approval tiles would work for any of them.

11 Replies 44,166 Views

[quote]I always lose my games because I cant research things and build ships fast enough to keep up in military strength. I learn that adjusting spending to favor research takes care of this problem.[/quote] Ah, the sliders. The pesky sliders. It's often a good idea in the long run to favor the research slider, but I push up the military slider when I need lots of ships for war, and the social slider after I've conquered a lot of worlds or need to build new things on all my worlds at t

13 Replies 43,302 Views

[quote] Sure, you have a good idea what your target platform is, but on the other hand the unchanging nature of the platform means that it won't be keeping up with technology or new competition. In addition, despite not being "specialized" for games, PCs are every bit as capable of playing them. The specialization only gives a slight advantage for a year or so before general purpose computers are doing the same thing.[/quote] Yeah, I know my current budget PC could eat the PS2 for break

500 Replies 1,121,110 Views

Left 4 Dead does sound like it really stays true to the spirit of zombie horror. My ideal zombie game would try to capture the horror, desperation, and social commentary of the genre. Art direction would be extremely important: I need to feel like I'm wandering the empty husk of an abandoned world, and I want to be reminded that these grotesque monsters used to be my neighbors and friends. The point of zombie horror isn't really the zombies- its how living humans behave when t

35 Replies 184,562 Views