On the contrary, it'll make them take less time because the invader has the advantage and therefore the defender takes a disprortionate loss. Previously, the high population growth caused the invaded planet to quickly recover making it more tedious to take the world if the initial invasion attempt failed and another transport ha
Haasen
I gotta say I'm not really happy with the way the game plays out now. The AI has gotten too aggressive. I play on the level above Bright and it's constant warfare. Because of the poor way the AI determines military strenght, I'm 2nd militarily behind the Alterians (sp?) who have dozens of fleets of heavy fighters versus my fleets of large hulled ships. They keep declaring war and I'm kicking their a@@ all over the place. I take a couple of planets from them and destroy 35-45 ships in the fi
End Turn button disappearing on me after I press it. Only seems to happen when I should have finished researching a tech. It never actually goes to the next round (i.e. no quarterly report is issued), but the End Turn button is gone. Reloading a previous savegame doesn't fix it, until I quit back to desktop first. </TABL
I think the "I know what you're doing" thing is now messed up. Every race had it as a negative for me and all I had was a single defender on each of my planets and 1 on a starbase. No fleets, nothing not orbitting a planet yet races that I didn't even share a border with had that showing on my report screen. I just finished the most boring game that was non-stop war with me. If Stardock makes one change this beta, it has to be how the AI
Bugs and play comments after 2 games: I clicked on a freighter that was running and existing route and tried to reroute him to a different planet. Game wouldn't let me but the following turn the freighter wouldn't move, and I got a constant beeping sound (like I was holding down a key). Had to put the freighter on GUARD and it never moved. If I tried to move it, beeping sound and wouldn't let me select another ship or finish my turn. I've commented before that the aI doe
Battles/combat in GC2 are so far removed from reality that you can't match up real world examples to what's going on in the game. a nano-ripper on a "fighter" is as powerful and shoots as far as a nano-ripper on a battleship yet for some reason the battleship version is larger. Makes no sense at all. Combat in GC2 is just too simplified. Argue that it's balanced in game, not that it makes sense.
I usually end my games with an influence victory as well. It's similiar to Civ IV where they gave you an option for a "Domination victory" where you owned a certain % of all land tiles. It's what you take when you don't want the tedium of mopping up.
For tough fights, I queue up several constructors (cheap to make) and build a starbase on the spot. Well defended home worlds that also give me the smaller sister planet are ripe for that. Fly in, drop a base, add some +attack modules, declare war, kick butt, take planets, wait for the enemy to come to you since you're now deep in their territory in a well defended area (thanks to the starbase and new planets). Plus I don't think you're giving enough benefit in 1.1
I'm a bit confused. Ignoring the production benefit of having the starbases overlapping on colonies, wouldn't 3 starbases completely covering a 24 square trade route bring in more money than 3 overlapping bases covering a 8 square route? If I have a base trade of 10 at the start and a 20% bonus, am I earning (for my overlapping 3 starbases): 10*1.2+10*1.2+10*1.2=36 or is it 10*1.2*1.2*1.2*3 = 51.84?
However, I have read in these forums that short routes can become insanely profitable by using overlapping economic starbases. True, but why not overlap a long trade route?
Once your trade route is established, all traders move at one square per turn regardless of the speed of the freighter you made the route with, and the income you get that turn that is based on the current distance from the homeworld.
Hmmm... My custom race, the Hot Mommas, ruled by Empress Nicole, were born when I bought GC2 on my way home from work and wanted to play right away but my wife had hoped to spend some time together. So, as a compromise, we sat in the office while she did her crossword puzzle and some work on the laptop and I worked hard to keep her interested so she wouldn't make me turn the game off. She got to name all my planets and she chose shoe and c
Actually I often do use my low quality planets and constructor shipbuilders and sometimes lower quality ships like transports or small hulled ships. I use starports extensively so I can always use constructors and as long as you transport just 1 person building transports on these planets won't suck your population dry. I leave my better production centers for bigger/better ships. Also, having a low PQ planet with tons of factories means
Frogboy, I will be in the Detroit area next week. Can I bring you guys something? Change of clothes? Restock the HotPockets? Some new magazines? You don't seem to ever leave the office so I thought you could use a delivery. It must be getting kinda ripe in those offices...
Do the space battles get better? Please say yes Not really. Sorry. It's a little more fun watching your hulking dreadnaughts blast at a swarm of fighters, but it pretty much stays the same all game. The battles aren't really the games focus, which is a shame since they have such a great ship desig
As for tech trading, how about limiting it in an by assigning a cost to it (say 200bc or, even better, a price in relation to the amount of research it takes to learn that tech) so that less trading will go on. If the AI has to pay 200bc plus the tech to trade for something that used to just cost it just the tech, the trading that goes on won't be for approximately equal techs but trading will instead end up happening only if the AI is willing to trade current techs for older ones.
From what I have seen, 90% of techs researched by every single alien race are weapons or defence techs. I think this is due to the overweighting the game puts on military strength and not enough on military potential. The AI tends to build ships at a pretty constant rate, which keeps it's research an
I've asked this question in 4 seperate threads and never gotten an official answer, but more people have said "yes, you get the benefit from enemy routes" than have said no. But I did get both answers.
Thanks for the info. One thing I don't understand is the how the focus buttons work. I have a planet that is my manufacturing capital. On the summary screen for it, my stats are: Industry = 172, with 100% bonus due to capital Research = 26 Starbase bonus = 50% My global settings are Military 20%, Research 40% and social 40%. When I click to focus on military, I kick out 339 shields. The odd thi
if I'm a race that has advanced mental powers and my imbalances is to build a ship that can amplify my powers and project a defensive field around my fleet that gives it a -3 to damage taken (think moveable starbase kind of defense) my game will play out completely differently if I start it next to this race versus starting next to the religious fanatic race that gets one
The one that gives +25% diplomacy (diplomatic translators?). The gift that keeps giving...makes trading better/more profitable and keeps those pesky aggressive races off your butt. The Eye one is nice but a few well placed censor ships can do the same thing. BTW, does anyone thing planets should get increased sensor ranges too somewhere?
I've had the same thing, custom race. Save and restart will flush it out.
While I agree that the game has a different feel than others, in comparing it to Civ IV (my most recent obsession) I find the focus of this game lends itself to a more adaptable type of play. In Civ, the racial bonuses and special units were the focus of the game. You chose the leader based on the type of victory you wanted and the special units that nation gave you was a prime consideration as to when you attacked. I usually played as Catherine the
I've used colony ships with several engines and sensors and one weapon as deep range trader/starbase killer. You need to be a careful about staying away from enemy patrols but it's very effective in the early game when you don't have medium hulls.
I was playing as custom race and went to war against the Terrans. Took 4 of their 7 planets, destroyed all their starbases and pretty much had fleets of 4 med hulls ships taking out anything they sent me. I went to talk to the leader, hoping to ask for peace before they surrendered to someone else as I couldn't press the attack past what I already had. Much to my suprise, the ai felt it was winning! It didn't take a single planet, never won a singl