JonSarik

JonSarik

Joined Member # 2341613
10 Posts 153 Replies 371 Reputation
Reply to Trade Goods Bugs? in Trade

As the builder, you can trade the "license" for that trade good to anyone. So you still retain the benefits of a trade good when you trade it to another. Usually, players will gift or trade trade goods to allies or friendlies fighting proxy wars. As long as you don't lose the planet the goods are built upon, you can trade it to as many as you want and still retain the benefits.

18 Replies 17,249 Views
Reply to Trade Goods Bugs? in Trade

If I recall correcly, you take over control over conquered trade goods.

18 Replies 17,249 Views
Reply to Trade Goods Bugs? in Trade

If I recall correcly, you take over control over conquered trade goods.

18 Replies 17,249 Views

Anyone run into the same problem I had recently in a metaverse game? Here's what I submitted to gc2bugs@stardock and I want to know if anyone else had this problem and was able to resolve it. I don't want to have to start the game over. "I have a fleet stationed off of the last Altarian planet. As I try to attack, my senate will declare war, but nothing happens. When I select the fle

1 Replies 5,289 Views
Reply to Trade Goods Bugs? in Trade

Thanks Chuck! I'm clear on it now. If I build it myself or receive it through conquest, it's mine to do as I wish, including trade away (though the bldg remains, I bet). If I trade for them, I receive the benefits but cannot trade it away. I also have the benefit of not using up a tile, it seems. I guess the devs need to enable decommissioing of the appropriate tiles if we or the AI no longer possess a trade good.

18 Replies 17,249 Views
Reply to Trade Goods Bugs? in Trade

Right Drone, the Torians built the bldg and hence the item before I could. So in the trade screen later in the game, I traded tech/cash for those two items. However, throughout the rest of the game, I was not given the option to build those two trade goods, nor did I see it in my inventory of tradeable goods when dealing with other races. So, did I ever get those two items? Or did I give the Torians tech and cash for nothing? Also note, it no long

18 Replies 17,249 Views
Reply to Trade Goods Bugs? in Trade

Just to be clear, yes I traded for those items from the Torians. I just want confirmation those items became mine...and that I can trade for those items even if I didn't have any "tiles" left on my planets. EDIT: Also, I did have the tech for those items. They just beat me to it. But like I said before, after trading for the items, I didn't see the ability to build those trade goods. So again, did I actually receive those items, or is this a bug?

18 Replies 17,249 Views

With the new beta, I traded for a couple trade goods with the Torians (hull plating and the speed booster, I think), but they're not showing up in my trade inventory. Nor do I have the option to build those goods. Is this a bug? Do I have the goods and benefiting from them without knowing it, or is this a bug in the beta?

18 Replies 17,249 Views

Only effect I know of is population growth of a planet doubles at 100% approval. Not that it matters when you're at the limit. Personally, I like to make sure no one planet is below 70%. No reason, other than I'd like to keep my 'peeps' happy.

13 Replies 12,018 Views

I'm more concerned about the fact that they didn't group the ships into a fleet. Sounds like the AI needs to be tweaked some more.

6 Replies 6,729 Views

Can someone clear this up please? Does it make sense to build influence SBs near AI planets even if not within our border or near a colony of ours? Does it work just fine with all modules? Or less effective/useless because it's not boostng your infuence as much as if within or near your border/planets? Thanks!

6 Replies 9,066 Views

I have to say I've been guilty of tech trading to get myself up and running...and is key early in the game. However, I think the key is not so much as to prevent or stop tech trading, but to program the AI to realize the value of their techs and to begin trading them with other AIs rather than just wait for the human player to exploit this. The exception would probably be higher end military techs (firepower and defense) but allow the AI to trade quickly any of their lower-end military techs.

144 Replies 67,067 Views

This isn't an exploit. We are all aware of this, even in GC1. In effect, you are gassing those colonists into space... Keep in mind, the reason morale is rising is because the population is decreasing which also means less tax-payers. Best way to keep moral at 70% and above is to either not upgrade farms, or build appropriate entertainment centers.

10 Replies 13,323 Views

The key is to trade technology often with everyone early in the game. If need be, buy a tech from one of the races and round-robin sell it to all the other AIs. I do this initially so I can continue deficit spending at 100%. Eventually, it gets to the point that I only trade non-military techs to every race for cash. Also helps keep their cash reserves low so they're not overly aggressive, and it helps build warm relations quickly. Or, at least ke

6 Replies 5,913 Views

That may be because the AI shut down all your production to pay off the debt. Or is it a case of automatically coming back to -2000 every time you're under it, no matter what?

3 Replies 4,102 Views