warui1978

warui1978

Joined Member # 2374547
5 Posts 61 Replies 638 Reputation

My solution to the overpop problem is to never get into it. I usually try to have my morale techs 1 or 2 above my farm techs (this will solve most farming problems) and build 1 entertainment building for each farm. reducing the pop if your still having probs with morale will be as others suggested troop transports (colony ships dont hold as much pop per ship + useless if you do not have any more planets to colonize). with advance transports + good minuturization you can get ~ 5mil colonist in

22 Replies 14,516 Views

Hmm...I would actually like to see 'focus spending on this planet' button in the colonies tab because basically some of you more developed planets dont need as much funding as some of your growing planets. It would also make it easier to re-developed conquered planets. (basically SD should design a system that allows full production on certain planets or lowering spending certain planets (ie less funding on fully developed planets) or some other sys

130 Replies 139,765 Views

Hmmm... Actually I bought GalCiv2 because it seemed like a really good game. I was really anxious to play it so much that I kept on reading all the articles and gameplay examples. I like the sense of community that this game has, I love the developer interaction with that community and I believe that the succes of GC2 is a combination of great game, great community, superb developer interactivity, and non-intrusive anti-piracy policies (instead makin

91 Replies 189,470 Views

Ok, I have a question for those on both sides of the fence here. My question for the DRM/Starforce camp is: What is the relative cost per game disk to have these copy protections? My question to the GC2 developers is: In your opinion, is it cheaper to have a programming team that creates frequent updates (and also making more content thus making the game better) than it is to subscribe to some form of copy protection scheme?

11 Replies 32,209 Views

Hmmm is it me or does Starforce use the same thinking that the Mafia uses?? Use our protection or we'll cause you trouble? Hmmm... now why would people support that? My question is why are publishers / developers supporting such strong arm tactics when it's cheaper and definitely more accepted by the community to implement something like StarDock's response to piracy. Lets hope this usher's a change in how developers look @ copy-protection schemes

309 Replies 523,843 Views

depends where the planet is / size of planet. If the planet is in the back end of my empire ( away from the front lines ) and its a large sized planet (class 12+) i usually turn it into an econ planet (2-3 factories, then i make as many sets of farm, entertainment center, trade center (the stock exchange gives a morale bonus also) I can usually make a 20+ billion pop planet with good morale (usually in the 80% with 55%+ tax rate)

7 Replies 6,680 Views

Im all for tweakin the "intelligent" area of the AI. It still seems too easy to dominate the AI at that level. It would be nice to see the AI build different "fleets for different purposes." My attack fleet usually consists of slow moving but high attack ships, while my def fleet is more manuverable but less power. I usually protect the space in my territories with 2-3 fleets near my borders/starbases. while i send 2-3 fleets out to attack the enemie's planets. I would also like to see the

38 Replies 49,919 Views

Actually I like the system as it is. The way the system works now forces me to use the FOCUS button / micro my money / spend money on upgrading buildings in low production planets. Right now I have to create a balance so that all my planets finish upgrading at the same time. But if I have to make a suggestion, I would suggest that unused social production be used to augment influence? I mean it sorta makes sense right? instead of building infrastructure, build culture that's my 2

120 Replies 133,335 Views

Hmm the game i played last nite was very militaristic in nature. 50%milit production, 40%ship repair, 20%ship HP, war Party (+25 HP), +15% ship attack, +10% soldiering bonus. suffice to say i beat the livin stuffing out of the dregnin lol. (2 computer opponents set on intelligent level). I also made a diplomatic/trading race for 9 player game. (50% dep, 20%trade, 30%econ something else i cant think of) I wanna try a techno race next (havent finished the game as a tech v

21 Replies 16,323 Views

I have won vs 1-2 opponents in every way except technological. Oppenents are set on intelligent. In one of the games, i focused more on developing 2-4 worlds instead of fully rushing out and expanding in every world out there (I was playing a custom military oriented race) the dregnin had ~7 planets adn the arceans had 1 planet (i sorta boxed him out from expanding) the arceans played a trading game (it was a pain to keep up wtih techs cuz the computer was always ahead of me) So i ende

72 Replies 62,672 Views

1. Disband button for fleets in a stack (as is, i need to move the fleet away from the stack disband then put them back into the stack) annoying / waste of movement points. 2. "Select All" Button in the Governors Tabs. 3. Preview of the range that a potential starbase might have (ie a way to guesstimate the range of a potential starbase while its still a constructor). 4. be able to use "mousewheel" to increase / decrease amount of money / Influence Points in

894 Replies 378,023 Views

from your description of the problem, i'll make 2 suggestions : 1. Obtain and install the most current drivers for your video card. 2. Turn the anti aliasing down from 4x to 2x or disable it all together (the intro movie problem could be linked to the AA being set too high)

17 Replies 11,050 Views

2 farms, 3 entertainment centers, 2 galactic stock markets (+10% morale bonus) is a good build on any planet. The planet that i put my econ capital on will usually have a farm bonus tile + morale bonus tile (or just a morale bonus tile if both are not available).

24 Replies 13,588 Views

I think it increases the potential maximum industrial output of all your planets (which is good in the beginning if you can sustain the economic hit) not the cost of the boost.

7 Replies 9,332 Views

One thing about GC2 is that it Takes money to produce anything... no money = useless production/research buildings. Also if your playing with more than one computer player, the AI tends to trade techs like they were candy. If you dont get in on trading with all the races early enough you'll find yourself behind all of em. (i like being the middle man of all the tech tradings in my games)

11 Replies 9,853 Views

hmm haven't tried it on masochistic level yet but i dont see a problem with this tactic cuz basically everyone's on the same playing field as you (techwise) so production / field tactics will win out in the end. I dont think im ready for masochistic yet ( still trying to perfect this strat )

5 Replies 7,867 Views

i've been testing the diplomacy aspects of the game....its easy to get ahead of ALL the civilizations in the beginning of the game if you have uber diplomacy. basically you just trade EVERYTHING to EVERYONE...either for cash or for other techs, or even scout ships if they have neither (if you cant get a weapon tek from a major get it from a minor that has weaker diplomacy). check every 2-3 rounds every race for a new tech, then buy it from them (with cash) then sell that tech to every other ra

5 Replies 7,867 Views

The bigger your ships the more you'll want to focus on their survival. The more HP you have when you eventually upgrade a ship, the beefier that new ship will be. basically, once youve researched medium hull, its when you start to think of D. i've had 50 HP medium hull ships that had 10 laser attack. a fleet of 3 = 30 attack, fleet of for (logistics of 14) = 40 attack... 40 attack + 50 hp each = dead precursor "ranger" ship if not heavily damaged... (precursor ship is 24 mass D,

10 Replies 11,113 Views

i wonder if you can build a cargo attack ship early enough to destroy colony ships in the "land grab phase"? 2-3 (4 if your Yor) movement with 1 laser attack.... hmmm might try that when i get home.... only problem is detecting the bastards. ( imagine keeping the comp into the land grab phase by protecting a class 10+ world where it just keeps sending colony ships. )

8 Replies 5,958 Views

Is there a way for you guys to add rally point "disbanding" to the rally point governor? Its a pain to destroy rally points especially if its on top of a starbase. can there be a UI tweak to upgrading ship/fleets from the ship/planet viewer window? Its a pain to upgrade whole fleets (besides the cost factor). I hate having to disband a fleet, move each ship to a different parsec and then upgrade them (unless there's a trick i havent found out about yet). oh to answer kevin the kit

57 Replies 83,910 Views